question: 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 ; }
target:  Resets mesh to 'initial' state. Meaning this mesh will draw a plain textured rectangle after call to this method.