// Blends-out triangles affected by explosion (radius + some safe delta). Triangles there have zero alpha are flaged to not-draw at all. public static void HideTrianglesAfterExplosion(MyVoxelMap voxelMap, ref BoundingSphere explosionSphere) { MyRender.GetRenderProfiler().StartProfilingBlock("MyDecals::HideTrianglesAfterExplosion"); MyMwcVector3Int renderCellCoord = voxelMap.GetVoxelRenderCellCoordinateFromMeters(ref explosionSphere.Center); m_decalsForVoxels.HideTrianglesAfterExplosion(voxelMap.VoxelMapId, ref renderCellCoord, ref explosionSphere); MyRender.GetRenderProfiler().EndProfilingBlock(); }