public Particle(int w, int h) { W = w; H = h; Mesh3D mesh = new Mesh3D(12, 4); Vector3 p1 = new Vector3(-w / 2, -h / 2, 0); Vector3 p2 = new Vector3(w / 2, -h / 2, 0); Vector3 p3 = new Vector3(w / 2, h / 2, 0); Vector3 p4 = new Vector3(-w / 2, h / 2, 0); Vector2 uv1 = new Vector2(0, 0); Vector2 uv2 = new Vector2(1, 0); Vector2 uv3 = new Vector2(1, 1); Vector2 uv4 = new Vector2(0, 1); Vector3 z = Vector3.Zero; mesh.SetVertex(0, p1, z, z, z, uv1); mesh.SetVertex(1, p2, z, z, z, uv2); mesh.SetVertex(2, p3, z, z, z, uv3); mesh.SetVertex(3, p4, z, z, z, uv4); mesh.SetIndex(0, 0); mesh.SetIndex(1, 1); mesh.SetIndex(2, 2); mesh.SetIndex(3, 2); mesh.SetIndex(4, 3); mesh.SetIndex(5, 0); mesh.SetIndex(6, 2); mesh.SetIndex(7, 1); mesh.SetIndex(8, 0); mesh.SetIndex(9, 0); mesh.SetIndex(10, 3); mesh.SetIndex(11, 2); mesh.Final(); Meshes.Add(mesh); }