////////////////////////////////////////////////////////////////////////////////////////////////
		/*--------------------------------------------------------------------------------------------*/
		public static void BuildBorderMesh(MeshBuilder pMeshBuild, float pWidth, float pHeight, 
																					float pThickness) {
			float innerW = pWidth/2-pThickness;
			float innerH = pHeight/2-pThickness;
			float outerW = pWidth/2;
			float outerH = pHeight/2;

			pMeshBuild.Resize(8, 24);
			pMeshBuild.ResetIndices();

			pMeshBuild.AddVertex(new Vector3( outerW,  outerH, 0)); 
			pMeshBuild.AddVertex(new Vector3( outerW, -outerH, 0));
			pMeshBuild.AddVertex(new Vector3(-outerW, -outerH, 0));
			pMeshBuild.AddVertex(new Vector3(-outerW,  outerH, 0));
			pMeshBuild.AddVertex(new Vector3( innerW,  innerH, 0));
			pMeshBuild.AddVertex(new Vector3( innerW, -innerH, 0)); 
			pMeshBuild.AddVertex(new Vector3(-innerW, -innerH, 0));
			pMeshBuild.AddVertex(new Vector3(-innerW,  innerH, 0));

			pMeshBuild.AddTriangle(0, 1, 4);
			pMeshBuild.AddTriangle(1, 5, 4);
			pMeshBuild.AddTriangle(1, 2, 5);
			pMeshBuild.AddTriangle(2, 6, 5);
			pMeshBuild.AddTriangle(2, 3, 6);
			pMeshBuild.AddTriangle(3, 7, 6);
			pMeshBuild.AddTriangle(3, 4, 7);
			pMeshBuild.AddTriangle(3, 0, 4);

			pMeshBuild.AddRemainingUvs(Vector2.zero);
		}
		/*--------------------------------------------------------------------------------------------*/
		public static void BuildRectangleMesh(MeshBuilder pMeshBuild, float pWidth, float pHeight, 
																						float pAmount) {
			float fullW;
			float fullH;

			if ( pWidth >= pHeight ) {
				fullH = pHeight*pAmount;
				fullW = pWidth-(pHeight-fullH);
			}
			else {
				fullW = pWidth*pAmount;
				fullH = pHeight-(pWidth-fullW);
			}

			float halfW = fullW/2f;
			float halfH = fullH/2f;

			pMeshBuild.Resize(4, 6);
			pMeshBuild.ResetIndices();

			pMeshBuild.AddVertex(new Vector3( halfW,  halfH, 0));
			pMeshBuild.AddVertex(new Vector3( halfW, -halfH, 0)); 
			pMeshBuild.AddVertex(new Vector3(-halfW, -halfH, 0));
			pMeshBuild.AddVertex(new Vector3(-halfW,  halfH, 0));

			pMeshBuild.AddTriangle(0, 1, 2);
			pMeshBuild.AddTriangle(0, 2, 3);

			pMeshBuild.AddRemainingUvs(Vector2.zero);
		}