public void Draw(MyVertexFormatDecal[] vertices, MyEffectDecals effect, MyTexture2D[] texturesDiffuse, MyTexture2D[] texturesNormalMap)
        {
            CheckIfBufferIsFull();

            //  SortForSAP buffers by texture
            m_sortTriangleBuffersByTexture.Clear();
            foreach (MyDecalsForRenderObjectsTriangleBuffer buffer in m_usedTriangleBuffers)
            {
                if (buffer.RenderObject.Visible == true)
                {
                    /*  todo drawdecals flag
                    if ((buffer.Entity == MyGuiScreenGamePlay.Static.ControlledEntity
                        || buffer.Entity.Parent == MyGuiScreenGamePlay.Static.ControlledEntity) && 
                        MyGuiScreenGamePlay.Static.IsFirstPersonView)
                    {
                        //  Don't draw decals if they are on an entity in which the camera is
                        continue;
                    } */

                    // Decal with "ExplosionSmut" texture is much larger, so it must be drawed to larger distance.
                    float fadeoutDistance = MyDecals.GetMaxDistanceForDrawingDecals();
                    //if (buffer.DecalTexture == MyDecalTexturesEnum.ExplosionSmut)
                      //  fadeoutDistance *= MyDecalsConstants.DISTANCE_MULTIPLIER_FOR_LARGE_DECALS;

                    //if (Vector3.Distance(MyCamera.m_initialSunWindPosition, buffer.PhysObject.GetPosition()) >= (MyDecals.GetMaxDistanceForDrawingDecals()))
                    //if (buffer.PhysObject.GetDistanceBetweenCameraAndBoundingSphere() >= MyDecals.GetMaxDistanceForDrawingDecals())
                    
                    /*if (buffer.RenderObject.GetDistanceBetweenCameraAndBoundingSphere() >= fadeoutDistance)
                    {
                        continue;
                    } */

                    m_sortTriangleBuffersByTexture.Add(buffer);
                }
            }            
            m_sortTriangleBuffersByTexture.Sort();
            
            //  Draw decals - sorted by texture
            MyDecalTexturesEnum? lastDecalTexture = null;
            for (int i = 0; i < m_sortTriangleBuffersByTexture.Count; i++)
            {
                MyDecalsForRenderObjectsTriangleBuffer buffer = m_sortTriangleBuffersByTexture[i];

                int trianglesCount = buffer.CopyDecalsToVertices(vertices);

                if (trianglesCount <= 0) continue;

                //  Switch texture only if different than previous one
                if ((lastDecalTexture == null) || (lastDecalTexture != buffer.DecalTexture))
                {
                    int textureIndex = (int)buffer.DecalTexture;
                    effect.SetDecalDiffuseTexture(texturesDiffuse[textureIndex]);
                    effect.SetDecalNormalMapTexture(texturesNormalMap[textureIndex]);
                    lastDecalTexture = buffer.DecalTexture;
                }

                //effect.SetWorldMatrix(buffer.Entity.WorldMatrix * Matrix.CreateTranslation(-MyCamera.Position));
                if (buffer.RenderObject is MyRenderTransformObject)
                    effect.SetWorldMatrix((Matrix)((MyRenderTransformObject)buffer.RenderObject).GetWorldMatrixForDraw());
                else
                    effect.SetWorldMatrix((Matrix)((MyManualCullableRenderObject)buffer.RenderObject).GetWorldMatrixForDraw());

                effect.SetViewProjectionMatrix(MyRenderCamera.ViewProjectionMatrixAtZero);

                // set FadeoutDistance
                float fadeoutDistance = MyDecals.GetMaxDistanceForDrawingDecals();
                //if (buffer.DecalTexture == MyDecalTexturesEnum.ExplosionSmut)
                  //  fadeoutDistance *= MyDecalsConstants.DISTANCE_MULTIPLIER_FOR_LARGE_DECALS;

                effect.SetFadeoutDistance(fadeoutDistance);

                effect.SetTechnique(MyEffectDecals.Technique.Model);

                MyRender.GraphicsDevice.VertexDeclaration = MyVertexFormatDecal.VertexDeclaration;

                effect.Begin();
                MyRender.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, 0, trianglesCount, vertices);
                effect.End();

                MyPerformanceCounter.PerCameraDrawWrite.DecalsForEntitiesInFrustum += trianglesCount;
            }
        }
        //  Copy triangles to array of vertexes (which is then copyed to vertex buffer) and return count of triangles to draw
        public int CopyDecalsToVertexBuffer(MyVertexFormatDecal[] vertices)
        {
            CheckIfBufferIsFull();            

            float fadingOutAlpha = 1;
            if ((m_status == MyDecalsBufferState.FADING_OUT_ONLY_BEGINNING) || (m_status == MyDecalsBufferState.FADING_OUT_ALL))
            {
                fadingOutAlpha = 1 - MathHelper.Clamp((float)(MyRender.RenderTimeInMS - m_fadingOutStartTime) / (float)MyDecalsConstants.DECALS_FADE_OUT_INTERVAL_MILISECONDS, 0, 1);
            }

            int trianglesToDraw = 0;
            int i = 0;
            foreach (MyDecalTriangle decalTriangle in m_trianglesQueue)
            {
                if (decalTriangle.Draw == true)
                {
                    float alpha = 1;

                    //  If fading-out, we blend first 'm_fadingOutRealTriangleCount' triangles
                    if (m_status == MyDecalsBufferState.FADING_OUT_ALL)
                    {
                        alpha = fadingOutAlpha;
                    }
                    else if ((m_status == MyDecalsBufferState.FADING_OUT_ONLY_BEGINNING) && (i < m_fadingOutRealTriangleCount))
                    {
                        alpha = fadingOutAlpha;
                    }

                    int vertexIndexStart = trianglesToDraw * MyDecalsConstants.VERTEXES_PER_DECAL;

                    vertices[vertexIndexStart + 0].Position = decalTriangle.Position0;
                    vertices[vertexIndexStart + 1].Position = decalTriangle.Position1;
                    vertices[vertexIndexStart + 2].Position = decalTriangle.Position2;

                    vertices[vertexIndexStart + 0].TexCoord = decalTriangle.TexCoord0;
                    vertices[vertexIndexStart + 1].TexCoord = decalTriangle.TexCoord1;
                    vertices[vertexIndexStart + 2].TexCoord = decalTriangle.TexCoord2;

                    Vector4 color0 = decalTriangle.Color0;
                    Vector4 color1 = decalTriangle.Color1;
                    Vector4 color2 = decalTriangle.Color2;

                    //color0.W = 1;
                    //color1.W = 1;
                    //color2.W = 1;

                    color0 *= alpha;
                    color1 *= alpha;
                    color2 *= alpha;

                    vertices[vertexIndexStart + 0].Color = color0;
                    vertices[vertexIndexStart + 1].Color = color1;
                    vertices[vertexIndexStart + 2].Color = color2;

                    vertices[vertexIndexStart + 0].Normal = decalTriangle.Normal0;
                    vertices[vertexIndexStart + 1].Normal = decalTriangle.Normal1;
                    vertices[vertexIndexStart + 2].Normal = decalTriangle.Normal2;

                    /*
                    vertices[vertexIndexStart + 0].Tangent = decalTriangle.Tangent0;
                    vertices[vertexIndexStart + 1].Tangent = decalTriangle.Tangent1;
                    vertices[vertexIndexStart + 2].Tangent = decalTriangle.Tangent2;
                    */

                    float emisivity = MyDecals.UpdateDecalEmissivity(decalTriangle, alpha, null);

                    vertices[vertexIndexStart + 0].EmissiveRatio = emisivity;
                    vertices[vertexIndexStart + 1].EmissiveRatio = emisivity;
                    vertices[vertexIndexStart + 2].EmissiveRatio = emisivity;

                    trianglesToDraw++;
                }

                i++;
            }

            return trianglesToDraw;
        }