public synchronized void reset(){
  mBufVertices.position(0);
  mBufColors.position(0);
  if (DRAW_TEXTURE) {
    mBufTexCoords.position(0);
  }
  for (int i=0; i < 4; ++i) {
    Vertex tmp=mArrTempVertices.get(0);
    tmp.set(mRectangle[i]);
    if (mFlipTexture) {
      tmp.mTexX*=mTextureRectBack.right;
      tmp.mTexY*=mTextureRectBack.bottom;
      tmp.mColor=mTexturePage.getColor(CurlPage.SIDE_BACK);
    }
 else {
      tmp.mTexX*=mTextureRectFront.right;
      tmp.mTexY*=mTextureRectFront.bottom;
      tmp.mColor=mTexturePage.getColor(CurlPage.SIDE_FRONT);
    }
    addVertex(tmp);
  }
  mVerticesCountFront=4;
  mVerticesCountBack=0;
  mBufVertices.position(0);
  mBufColors.position(0);
  if (DRAW_TEXTURE) {
    mBufTexCoords.position(0);
  }
  mDropShadowCount=mSelfShadowCount=0;
}

public synchronized void reset ( ) { mBufVertices . position ( 0 ) ; mBufColors . position ( 0 ) ; if ( DRAW_TEXTURE ) { mBufTexCoords . position ( 0 ) ; } for ( int i = 0 ; i < 4 ; ++ i ) { Vertex tmp = mArrTempVertices . get ( 0 ) ; tmp . set ( mRectangle [ i ] ) ; if ( mFlipTexture ) { tmp . mTexX *= mTextureRectBack . right ; tmp . mTexY *= mTextureRectBack . bottom ; tmp . mColor = mTexturePage . getColor ( CurlPage . SIDE_BACK ) ; } else { tmp . mTexX *= mTextureRectFront . right ; tmp . mTexY *= mTextureRectFront . bottom ; tmp . mColor = mTexturePage . getColor ( CurlPage . SIDE_FRONT ) ; } addVertex ( tmp ) ; } mVerticesCountFront = 4 ; mVerticesCountBack = 0 ; mBufVertices . position ( 0 ) ; mBufColors . position ( 0 ) ; if ( DRAW_TEXTURE ) { mBufTexCoords . position ( 0 ) ; } mDropShadowCount = mSelfShadowCount = 0 ; }
resets mesh to ' initial ' state . meaning this mesh will draw a plain textured rectangle after call to this method .
