public void Update(TimeSpan elapsed) { Parallel.ForEach(Shoots, b => { b.Update(elapsed); }); //On vire les shoots terminés Shoots.RemoveAll(x => x.LifeTime <= 0); m_renderer.Clear(); foreach (var b in Shoots) { var points = b.Cone.GetPath(); foreach (var point in points) { m_renderer.AddVertex(point.Point, point.Color); } } }