public MeshStaticPhysicsElement CreateStaticElement(IMesh mesh, Matrix world)
        {
            if (mesh == null)
            {
                throw new ArgumentNullException("mesh");
            }

            var el = new MeshStaticPhysicsElement(mesh, world, actorBuilder);

            /*if (game == null)
             * {
             *  unitializedElementsStatic.Add(el);
             * }
             * else
             * {*/
            initStaticMesh(el);
            //}
            return(el);
        }
 public void DeleteStaticElement(MeshStaticPhysicsElement el)
 {
     unitializedElementsStatic.Remove(el);
     el.disposeInternal();
 }
 private void initStaticMesh(MeshStaticPhysicsElement el)
 {
     el.LoadInClientPhysics(Engine.Scene, Root);
 }