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); }