public RenderableCloth(float sizex, float sizey, float posx, float posy, float posz)
            : base()
        {
            wireframe = false;
            mouse_anchor = new RenderableVertex();
            pw = new PhysicWrapper();
            tm = TextureManager.Instance;
            texture_id = 1;
            setAwningPoints(sizex, sizey, posx, posy, posz);
            //
            float[] tmp = new float[3] { 0, 0, 0 };

            //dop = new VolumeSubdivision(tmp);
            //InitDop();
        }
 public RenderableWall(float w, float h)
     : base()
 {
     //int i;
     width = w;
     heigth = h;
     tm = TextureManager.Instance;
     texture_id = 0;
     points = new float[,] { { -width * 0.5f, -heigth * 0.66f, z }, { width * 0.5f, -heigth * 0.66f, z }, { width * 0.5f, heigth * 0.33f, z }, { -width * 0.5f, heigth * 0.33f, z } };
     float[] tmp = new float[3] { 0, 0, z };
     //dop = new VolumeSubdivision(tmp);
     //for(i=0; i<4; i++) {
     //    tmp = new float[3] {points[i,0],points[i,1],points[i,2]};
     //    dop.AddVertex(tmp,i);
     //}
 }