static void AddCone(Camera camera, Vec3 from, Vec3 to, float radius)
        {
            Vec3  direction = to - from;
            float length    = direction.Normalize();

            Vec3[] positions;
            int[]  indices;
            GeometryGenerator.GenerateCone(radius, length, 32, true, true, out positions, out indices);

            Quat rotation  = Quat.FromDirectionZAxisUp(direction);
            Mat4 transform = new Mat4(rotation.ToMat3(), from);

            camera.DebugGeometry.AddVertexIndexBuffer(positions, indices, transform, false, true);
        }