public void renderdata(Graphics g)
        {
            float     scale_radius = 1.5f;
            Rectangle area         = new Rectangle(0, 0, (int)g.VisibleClipBounds.Width, (int)g.VisibleClipBounds.Height - 5);

            g.Clear(Color.White);

            Pen radlines = new Pen(Color.FromArgb(0, 0, 0), 1.0f);

            //!Dibujar rango angular- lineas guia
            Point  linea1   = new Point();
            Point  linea2   = new Point();
            PointF center   = new PointF(0.0f, -1.0f);
            PointF startvec = new PointF(scale_radius, -1.0f);

            //Obtener el rango angular

            if (angular_range == 100)
            {
                rotatePoint(center, 40.0f, ref startvec);
            }


            PointF vec    = new PointF(startvec.X, startvec.Y);
            PointF oldvec = new PointF();
            int    ang;

            for (ang = 0; ang <= angular_range; ang += 10)
            {
                //dibujar linea
                transformMathCoordToGUICoord(center, ref linea1, area);
                transformMathCoordToGUICoord(vec, ref linea2, area);

                g.DrawLine(radlines, linea1, linea2);
                oldvec = new PointF(vec.X, vec.Y);
                rotatePoint(center, 10.0f, ref vec);
            }

            //Dibujar lineas concentricas

            float rango_distancia = 0;
            float interval_dis;

            if (distance_range == 8)
            {
                rango_distancia = 8 * scale_range;
                interval_dis    = 1.0f / rango_distancia;
            }
            else
            {
                rango_distancia = 80 * scale_range;
                interval_dis    = 4.0f / rango_distancia;
            }

            Pen gradepen = new Pen(Brushes.LightGray, 0.5f);

            if (rango_distancia <= 2.0f)
            {
                drawGridLines(g, gradepen, interval_dis * 0.02f, angular_range, startvec, center, area);
            }
            gradepen = new Pen(Color.FromArgb(120, 120, 120), 1.0f);
            drawGridLines(g, gradepen, interval_dis * 0.1f, angular_range, startvec, center, area);

            gradepen = new Pen(Color.FromArgb(100, 100, 100), 2.0f);
            drawGridLines(g, gradepen, interval_dis, angular_range, startvec, center, area);


            //Dibujar la grafica de datos

            if (laser_data != null)
            {
                gradepen = new Pen(Brushes.Green, 2.0f);
                float radius_len = 0;

                vec    = new PointF(startvec.X, startvec.Y);
                oldvec = new PointF();

                //obtener resolución angular
                float resolution = laser_data.get_resolution();
                //obtener cantidad de datos
                uint distance_count = laser_data.get_distance_count();

                for (ang = 0; ang < distance_count; ang++)
                {
                    radius_len = laser_data.get_distance(ang);//obtener medida de distancia

                    radius_len /= rango_distancia;

                    PointF radiusvec    = new PointF(radius_len * (vec.X - center.X), radius_len * (vec.Y - center.Y));
                    PointF radius_point = new PointF(radiusvec.X + center.X, radiusvec.Y + center.Y);

                    if (ang > 0)
                    {
                        transformMathCoordToGUICoord(oldvec, ref linea1, area);
                        transformMathCoordToGUICoord(radius_point, ref linea2, area);
                        g.DrawLine(gradepen, linea1, linea2);
                    }
                    rotatePoint(center, resolution, ref vec);
                    oldvec = new PointF(radius_point.X, radius_point.Y);
                }
            }

            //dibujar rotulo de distancia
            vec.X = 0.0f;
            vec.Y = -1.0f + scale_radius;
            transformMathCoordToGUICoord(vec, ref linea1, area);

            string rotulodis = rango_distancia.ToString() + "m";
            Font   ft        = new Font("courier new", 10.0f);

            g.DrawString(rotulodis, ft, System.Drawing.Brushes.Black, (float)linea1.X, (float)linea1.Y - 15);
        }
        private void export_to_model_linear(LaserDataSceneNode node)
        {
            float min_angle     = m_current_laser_buffer.get_min_angle();
            float ang_increment = m_current_laser_buffer.get_resolution() * m_mesh_resolution;


            uint num_h_samples = m_current_laser_buffer.get_distance_count();

            uint horizontal_count = num_h_samples / m_mesh_resolution;

            float vertical_increment = m_vertical_scale * (m_vertical_sampler_max - m_vertical_sampler_min) / m_vertical_sampler_count;


            ushort sides  = (ushort)horizontal_count;
            ushort slices = (ushort)m_vertical_sampler_count;


            // crear los vertices
            MeshBuffer mbuffer = node.get_mesh_buffer();

            uint vert_count = (uint)(sides * slices);

            mbuffer.AllocateVertices(vert_count);

            m_buffer_index = 0;
            float vertical_value = m_vertical_sampler_min * m_vertical_scale;
            float angular_value  = min_angle;

            for (ushort i = 0; i < slices; i++)
            {
                angular_value = min_angle;
                for (ushort j = 0; j < sides; j++)
                {
                    float    distance = m_laser_distances[num_h_samples * i + j * m_mesh_resolution];
                    Vector3D pivot    = new Vector3D();
                    Vector3D normal   = new Vector3D();
                    normal.Z = -(float)Math.Cos(deg_to_rad((double)angular_value));
                    normal.Y = -(float)Math.Sin(deg_to_rad((double)angular_value));
                    normal.X = 0;

                    pivot.Z = normal.Z * distance;
                    pivot.Y = normal.Y * distance;
                    pivot.X = vertical_value;

                    Vertex3D newvertex = new Vertex3D();

                    newvertex.Position = pivot;
                    newvertex.Normal   = normal;
                    newvertex.Color    = new Color(255, 0, 0, 150);
                    newvertex.TCoords  = new Vector2D(1, 1);

                    mbuffer.SetVertex(m_buffer_index, newvertex);
                    m_buffer_index++;

                    angular_value += ang_increment;
                }

                vertical_value += vertical_increment;
            }

            create_model_indices(node, sides, slices);
        }