void Update() { //Begin draw. voxelRender.BeginDraw(); //Update count. count += 0.05f; //Draw Lines. for (int i = 0; i < 72; i++) { float x1 = 96 + 84 * Mathf.Sin(count + i * 5 * 0.0174f); float y1 = 24 + 8 * Mathf.Sin(count * 0.5f + i * 5 * 0.0174f); float z1 = 96 + 84 * Mathf.Cos(count + i * 5 * 0.0174f); float x2 = 96 + 84 * Mathf.Sin(count * 1.2f + (i - 1) * 5 * 0.0174f); float y2 = 24 + 16 * Mathf.Sin(count * 0.8f + (i - 1) * 5 * 0.0174f); float z2 = 96 + 84 * Mathf.Cos(count * 1.2f + (i - 1) * 5 * 0.0174f); //Vector3 center = new Vector3(x, y, z); voxelRender.DrawLine(new Vector3(x1, y1, z1), new Vector3(x2, y2, z2), (byte)(i + 1), Layer.Dynamic); } //End draw, it starts a multithreading geometry building. voxelRender.EndDraw(); //Wait geometry. voxelRender.WaitGeometry(); }