/// <summary>
        /// Normal Draw Function.
        /// </summary>
        /// <param name="gt">The gt.</param>
        /// <param name="obj">The obj.</param>
        /// <param name="cam">The cam.</param>
        /// <param name="lights">The lights.</param>
        /// <param name="render">The render.</param>
        public void Drawn(Microsoft.Xna.Framework.GameTime gt, SceneControl.IObject obj, Cameras.ICamera cam, IList<Light.ILight> lights, SceneControl.RenderHelper render)
        {
            PhysxClothObject PhysxClothObject = obj.PhysicObject as PhysxClothObject;
            ClothModel ClothModel = obj.Modelo as ClothModel;

            StillDesign.PhysX.MathPrimitives.Vector3[] pos = PhysxClothObject.Cloth.GetMeshData().PositionsStream.GetData<StillDesign.PhysX.MathPrimitives.Vector3>();
            StillDesign.PhysX.MathPrimitives.Vector3[] norm = PhysxClothObject.Cloth.GetMeshData().NormalsStream.GetData<StillDesign.PhysX.MathPrimitives.Vector3>();

            for (int i = 0; i < ClothModel.BatchInformation.NumVertices; i++)
            {
                ClothModel.vertexPositionNormalTexture[i].Position = pos[i].AsXNA();
                ClothModel.vertexPositionNormalTexture[i].Normal = norm[i].AsXNA();
            }

            ClothModel.BatchInformation.VertexBuffer.SetData<VertexPositionNormalTexture>(ClothModel.vertexPositionNormalTexture);

            if (rasterizerState != null && rasterizerState != render.PeekRasterizerState())
            {
                rasterStateFlag = true;
                render.PushRasterizerState(rasterizerState);
            }

            shader.iDraw(gt, obj, render, cam, lights);

            if (rasterStateFlag)
            {
                render.PopRasterizerState();
                rasterStateFlag = false;
            }
        }
        /// <summary>
        /// Normal Draw Function.
        /// </summary>
        /// <param name="gt">The gt.</param>
        /// <param name="obj">The obj.</param>
        /// <param name="cam">The cam.</param>
        /// <param name="lights">The lights.</param>
        /// <param name="render">The render.</param>
        public void Drawn(Microsoft.Xna.Framework.GameTime gt, SceneControl.IObject obj, Cameras.ICamera cam, IList<Light.ILight> lights, SceneControl.RenderHelper render)
        {
            if (rasterizerState!= null && rasterizerState != render.PeekRasterizerState())
            {
                rasterStateFlag = true;
                render.PushRasterizerState(rasterizerState);
            }

            shader.iDraw(gt, obj, render, cam, lights);

            if (rasterStateFlag)
            {
                render.PopRasterizerState();
                rasterStateFlag = false;
            }
        }