//  Update position, check collisions, etc. and draw if particle still lives.
        //  Return false if particle dies/timeouts in this tick.
        public bool Draw(MyBillboard billboard)
        {
            MyTransparentGeometry.StartParticleProfilingBlock("Distance calculation");
            //  This time is scaled according to planned lifespan of the particle

            // Distance for sorting
            Vector3 campos = MyCamera.Position;

            Vector3.DistanceSquared(ref campos, ref m_actualPosition, out billboard.DistanceSquared);

            MyTransparentGeometry.EndParticleProfilingBlock();

            // If distance to camera is really small don't draw it.
            if (billboard.DistanceSquared <= 1)
            {
                return(false);
            }

            MyTransparentGeometry.StartParticleProfilingBlock("Quad calculation");

            MyTransparentGeometry.StartParticleProfilingBlock("actualRadius");
            float actualRadius = 1;

            Radius.GetInterpolatedValue <float>(m_normalizedTime, out actualRadius);
            MyTransparentGeometry.EndParticleProfilingBlock();

            billboard.ContainedBillboards.Clear();

            billboard.Near   = m_generation.GetEffect().Near;
            billboard.Lowres = m_generation.GetEffect().LowRes || MyRenderConstants.RenderQualityProfile.LowResParticles;

            float alpha = 1;

            if (Type == MyParticleTypeEnum.Point)
            {
                MyTransparentGeometry.StartParticleProfilingBlock("GetBillboardQuadRotated");
                MyUtils.GetBillboardQuadRotated(billboard, ref m_actualPosition, actualRadius, m_actualAngle);
                MyTransparentGeometry.EndParticleProfilingBlock();
            }
            else if (Type == MyParticleTypeEnum.Line)
            {
                if (MyMwcUtils.IsZero(Velocity.LengthSquared()))
                {
                    Velocity = MyMwcUtils.GetRandomVector3Normalized();
                }

                MyQuad quad = new MyQuad();

                MyPolyLine polyLine = new MyPolyLine();
                polyLine.LineDirectionNormalized = MyMwcUtils.Normalize(Velocity);

                if (m_actualAngle > 0)
                {
                    polyLine.LineDirectionNormalized = Vector3.TransformNormal(polyLine.LineDirectionNormalized, Matrix.CreateRotationY(MathHelper.ToRadians(m_actualAngle)));
                }

                polyLine.Point0   = m_actualPosition;
                polyLine.Point1.X = m_actualPosition.X + polyLine.LineDirectionNormalized.X * actualRadius;
                polyLine.Point1.Y = m_actualPosition.Y + polyLine.LineDirectionNormalized.Y * actualRadius;
                polyLine.Point1.Z = m_actualPosition.Z + polyLine.LineDirectionNormalized.Z * actualRadius;

                if (m_actualAngle > 0)
                { //centerize
                    polyLine.Point0.X = polyLine.Point0.X - polyLine.LineDirectionNormalized.X * actualRadius * 0.5f;
                    polyLine.Point0.Y = polyLine.Point0.Y - polyLine.LineDirectionNormalized.Y * actualRadius * 0.5f;
                    polyLine.Point0.Z = polyLine.Point0.Z - polyLine.LineDirectionNormalized.Z * actualRadius * 0.5f;
                    polyLine.Point1.X = polyLine.Point1.X - polyLine.LineDirectionNormalized.X * actualRadius * 0.5f;
                    polyLine.Point1.Y = polyLine.Point1.Y - polyLine.LineDirectionNormalized.Y * actualRadius * 0.5f;
                    polyLine.Point1.Z = polyLine.Point1.Z - polyLine.LineDirectionNormalized.Z * actualRadius * 0.5f;
                }

                polyLine.Thickness = Thickness;
                MyUtils.GetPolyLineQuad(out quad, ref polyLine);

                if (this.m_generation.AlphaAnisotropic)
                {
                    float angle     = 1 - Math.Abs(Vector3.Dot(MyMwcUtils.Normalize(MyCamera.ForwardVector), polyLine.LineDirectionNormalized));
                    float alphaCone = (float)Math.Pow(angle, 0.5f);
                    alpha = alphaCone;
                }

                billboard.Position0 = quad.Point0;
                billboard.Position1 = quad.Point1;
                billboard.Position2 = quad.Point2;
                billboard.Position3 = quad.Point3;
            }
            else if (Type == MyParticleTypeEnum.Trail)
            {
                if (Quad.Point0 == Quad.Point2) //not moving particle
                {
                    return(false);
                }
                if (Quad.Point1 == Quad.Point3) //not moving particle was previous one
                {
                    return(false);
                }
                if (Quad.Point0 == Quad.Point3) //not moving particle was previous one
                {
                    return(false);
                }

                billboard.Position0 = Quad.Point0;
                billboard.Position1 = Quad.Point1;
                billboard.Position2 = Quad.Point2;
                billboard.Position3 = Quad.Point3;

                //if (this.m_generation.AlphaAnisotropic)

                /*   { //Trails are anisotropic by default (nobody wants them to see ugly)
                 *     Vector3 lineDir = Vector3.Normalize(Quad.Point1 - Quad.Point0);
                 *     float angle = 1 - Math.Abs(Vector3.Dot(MyMwcUtils.Normalize(MyCamera.ForwardVector), lineDir));
                 *     float alphaCone = (float)Math.Pow(angle, 0.3f);
                 *     alpha = alphaCone;
                 * }*/
            }
            else
            {
                throw new NotSupportedException(Type + " is not supported particle type");
            }

            MyTransparentGeometry.EndParticleProfilingBlock();

            MyTransparentGeometry.StartParticleProfilingBlock("Material calculation");

            Vector4 color;

            Color.GetInterpolatedValue <Vector4>(m_normalizedTime, out color);

            int   material1         = (int)MyTransparentMaterialEnum.Test;
            int   material2         = (int)MyTransparentMaterialEnum.Test;
            float textureBlendRatio = 0;

            if ((Flags & ParticleFlags.BlendTextures) != 0)
            {
                float prevTime, nextTime, difference;
                Material.GetPreviousValue(m_normalizedTime, out material1, out prevTime);
                Material.GetNextValue(m_normalizedTime, out material2, out nextTime, out difference);

                if (prevTime != nextTime)
                {
                    textureBlendRatio = (m_normalizedTime - prevTime) * difference;
                }
            }
            else
            {
                Material.GetInterpolatedValue <int>(m_normalizedTime, out material1);
            }

            MyTransparentGeometry.EndParticleProfilingBlock();

            //This gets 0.44ms for 2000 particles
            MyTransparentGeometry.StartParticleProfilingBlock("billboard.Start");


            billboard.MaterialEnum      = (MyTransparentMaterialEnum)material1;
            billboard.BlendMaterial     = (MyTransparentMaterialEnum)material2;
            billboard.BlendTextureRatio = textureBlendRatio;
            billboard.EnableColorize    = false;

            billboard.Color = color * alpha * m_generation.GetEffect().UserColorMultiplier;

            MyTransparentGeometry.EndParticleProfilingBlock();

            return(true);
        }