private void GenerateVertex(ref Vector3i offsetPos, ref Vector3i pos, Mesh mesh, int lod, long t, ref byte v0, ref byte v1, ref sbyte d0, ref sbyte d1, Vector3f normal) { Vector3i iP0 = (offsetPos + Tables.CornerIndex[v0] * lod); Vector3f P0;// = new Vector3f(iP0.X, iP0.Y, iP0.Z); P0.X = iP0.X; P0.Y = iP0.Y; P0.Z = iP0.Z; Vector3i iP1 = (offsetPos + Tables.CornerIndex[v1] * lod); Vector3f P1;// = new Vector3f(iP1.X, iP1.Y, iP1.Z); P1.X = iP1.X; P1.Y = iP1.Y; P1.Z = iP1.Z; //EliminateLodPositionShift(lod, ref d0, ref d1, ref t, ref iP0, ref P0, ref iP1, ref P1); Vector3f Q = InterpolateVoxelVector(t, P0, P1); mesh.AddVertex(Q, normal); }