public void ReturnTrianglesBuffer(MyEntity physObject)
        {
            foreach (byte value in Enum.GetValues(typeof(MyDecalTexturesEnum)))
            {
                var key = new MyDecalsForModelsDictionaryKey(physObject, (MyDecalTexturesEnum)value);

                MyDecalsForPhysObjectsTriangleBuffer outValue;
                if (m_triangleBuffersByKey.TryGetValue(key, out outValue))
                {
                    MyDecalsForPhysObjectsTriangleBuffer usedBuffer = outValue;

                    m_triangleBuffersByKey.Remove(key);
                    usedBuffer.Clear();
                    m_usedTriangleBuffers.Remove(usedBuffer);
                    m_freeTriangleBuffers.Push(usedBuffer);
                }
            }
        }
        public void CheckIfBufferIsFull()
        {
            if (m_status == MyDecalForModelsState.FADING_OUT)
            {
                if ((MyMinerGame.TotalGamePlayTimeInMilliseconds - m_fadingOutStartTime) > MyDecalsConstants.DECALS_FADE_OUT_INTERVAL_MILISECONDS)
                {
                    //  If fading-out phase finished, we change state and remove faded-out buffers
                    for (int i = 0; i < m_fadingOutBuffersCount; i++)
                    {
                        if (m_usedTriangleBuffers.Count > 0)
                        {
                            MyDecalsForPhysObjectsTriangleBuffer releasedBuffer = m_usedTriangleBuffers[0];
                            m_usedTriangleBuffers.RemoveAt(0);
                            releasedBuffer.Clear();
                            m_freeTriangleBuffers.Push(releasedBuffer);
                            m_triangleBuffersByKey.Remove(new MyDecalsForModelsDictionaryKey(releasedBuffer.Entity, releasedBuffer.DecalTexture));
                        }
                    }

                    m_status = MyDecalForModelsState.READY;
                }
            }
            else
            {
                if (m_triangleBuffersByKey.Count >= m_fadingOutStartLimit)
                {
                    int i = 0;
                    foreach (MyDecalsForPhysObjectsTriangleBuffer buffer in m_usedTriangleBuffers)
                    {
                        if (i < m_fadingOutBuffersCount)
                        {
                            buffer.FadeOutAll();
                        }
                        i++;
                    }

                    m_status             = MyDecalForModelsState.FADING_OUT;
                    m_fadingOutStartTime = MyMinerGame.TotalGamePlayTimeInMilliseconds;
                }
            }
        }