protected virtual void RegenerateMeshes()
    {
        var stars = default(List <SgtStarfieldStar>);
        var pool  = default(bool);

        CalculateStars(out stars, out pool);

        if (stars != null)
        {
            // Sort stars into groups
            for (var i = stars.Count - 1; i >= 0; i--)
            {
                var star = stars[i];

                if (star != null)
                {
                    var group = GetGroup(star.Sprite);

                    group.Stars.Add(star);
                }
            }

            // Pool stars?
            if (pool == true)
            {
                SgtClassPool <SgtStarfieldStar> .Add(stars);
            }

            // Build groups
            for (var i = groups.Count - 1; i >= 0; i--)
            {
                var group = groups[i];

                if (group.Stars.Count > 0)
                {
                    var groupStars = group.Stars;
                    var minMaxSet  = false;
                    var min        = default(Vector3);
                    var max        = default(Vector3);

                    SgtProceduralMesh.Clear();

                    for (var j = groupStars.Count - 1; j >= 0; j--)
                    {
                        var star     = groupStars[j];
                        var position = star.Position;
                        var radius   = star.Radius;
                        var uv       = SgtHelper.CalculateSpriteUV(star.Sprite);
                        var angle    = star.Angle / Mathf.PI;

                        ExpandBounds(ref minMaxSet, ref min, ref max, position, radius);

                        SgtProceduralMesh.PushPosition(position, 4);

                        SgtProceduralMesh.PushColor(star.Color, 4);

                        SgtProceduralMesh.PushNormal(-1.0f, 1.0f, angle);
                        SgtProceduralMesh.PushNormal(1.0f, 1.0f, angle);
                        SgtProceduralMesh.PushNormal(-1.0f, -1.0f, angle);
                        SgtProceduralMesh.PushNormal(1.0f, -1.0f, angle);

                        SgtProceduralMesh.PushTangent(star.PulseOffset, star.PulseSpeed, star.PulseRange, 0.0f, 4);

                        SgtProceduralMesh.PushCoord1(uv.x, uv.y);
                        SgtProceduralMesh.PushCoord1(uv.z, uv.y);
                        SgtProceduralMesh.PushCoord1(uv.x, uv.w);
                        SgtProceduralMesh.PushCoord1(uv.z, uv.w);

                        SgtProceduralMesh.PushCoord2(radius, 0.5f);
                        SgtProceduralMesh.PushCoord2(radius, -0.5f);
                        SgtProceduralMesh.PushCoord2(radius, 0.5f);
                        SgtProceduralMesh.PushCoord2(radius, -0.5f);
                    }

                    var bounds = SgtHelper.NewBoundsFromMinMax(min, max);

                    SgtProceduralMesh.SplitQuads(HideFlags.DontSave);

                    var meshCount = SgtProceduralMesh.Count;

                    // Copy meshes
                    for (var j = 0; j < meshCount; j++)
                    {
                        var mesh  = SgtProceduralMesh.Pop();
                        var model = group.Models.Count > j ? group.Models[j] : SgtStarfieldModel.Create(group);

                        mesh.bounds = bounds;

                        model.Mesh = mesh;
                    }
                }
            }
        }
    }
    private void RegenerateMeshes()
    {
        var asteroids = default(List <SgtBeltAsteroid>);
        var pool      = default(bool);

        CalculateAsteroids(out asteroids, out pool);

        if (asteroids != null)
        {
            // Sort asteroids into groups
            for (var i = asteroids.Count - 1; i >= 0; i--)
            {
                var asteroid = asteroids[i];

                if (asteroid != null)
                {
                    var group = GetGroup(asteroid.MainTex, asteroid.HeightTex);

                    group.Asteroids.Add(asteroid);
                }
            }

            // Pool asteroids?
            if (pool == true)
            {
                SgtClassPool <SgtBeltAsteroid> .Add(asteroids);
            }

            // Build groups
            for (var i = groups.Count - 1; i >= 0; i--)
            {
                var group          = groups[i];
                var groupAsteroids = group.Asteroids;
                var maxWidth       = 0.0f;
                var maxHeight      = 0.0f;

                SgtProceduralMesh.Clear();

                for (var j = groupAsteroids.Count - 1; j >= 0; j--)
                {
                    var asteroid = groupAsteroids[j];
                    var radius   = asteroid.Radius;
                    var distance = asteroid.OrbitDistance;
                    var height   = asteroid.Height;
                    var uv       = SgtHelper.CalculateSpriteUV(asteroid.MainTex);

                    maxWidth  = Mathf.Max(maxWidth, distance + radius);
                    maxHeight = Mathf.Max(maxHeight, height + radius);

                    SgtProceduralMesh.PushPosition(asteroid.OrbitAngle, distance, asteroid.OrbitSpeed, 4);

                    SgtProceduralMesh.PushColor(asteroid.Color, 4);

                    SgtProceduralMesh.PushNormal(-1.0f, 1.0f, 0.0f);
                    SgtProceduralMesh.PushNormal(1.0f, 1.0f, 0.0f);
                    SgtProceduralMesh.PushNormal(-1.0f, -1.0f, 0.0f);
                    SgtProceduralMesh.PushNormal(1.0f, -1.0f, 0.0f);

                    SgtProceduralMesh.PushTangent(asteroid.Angle / Mathf.PI, asteroid.Spin / Mathf.PI, 0.0f, 0.0f, 4);

                    SgtProceduralMesh.PushCoord1(uv.x, uv.y);
                    SgtProceduralMesh.PushCoord1(uv.z, uv.y);
                    SgtProceduralMesh.PushCoord1(uv.x, uv.w);
                    SgtProceduralMesh.PushCoord1(uv.z, uv.w);

                    SgtProceduralMesh.PushCoord2(radius, height, 4);
                }

                var bounds = new Bounds(Vector3.zero, new Vector3(maxWidth * 2.0f, maxHeight * 2.0f, maxWidth * 2.0f));

                SgtProceduralMesh.SplitQuads(HideFlags.DontSave);

                var meshCount = SgtProceduralMesh.Count;

                // Copy meshes
                for (var j = 0; j < meshCount; j++)
                {
                    var mesh  = SgtProceduralMesh.Pop();
                    var model = group.Models.Count > j ? group.Models[j] : SgtBeltModel.Create(group);

                    mesh.bounds = bounds;

                    model.Mesh = mesh;
                }
            }
        }
    }