var splineParams = splineMesh.SplineParams;
var curve = new HermiteCurve(splineParams.StartPos, splineParams.EndPos, splineParams.StartTangent, splineParams.EndTangent);
Vertices = new float[lod.NumVerts * VertexSize];
for (int i = 0; i < lod.Verts.Length; i++)
{
var count = 0;
var baseIndex = i * VertexSize;
var vert = lod.Verts[i];
var t = (float) i / (lod.Verts.Length - 1);
var point = curve.CalculatePoint(t);
Vertices[baseIndex + count++] = i;
Vertices[baseIndex + count++] = point.X * Constants.SCALE_DOWN_RATIO;
Vertices[baseIndex + count++] = point.Z * Constants.SCALE_DOWN_RATIO;
Vertices[baseIndex + count++] = point.Y * Constants.SCALE_DOWN_RATIO;
Vertices[baseIndex + count++] = vert.Normal.X;
Vertices[baseIndex + count++] = vert.Normal.Z;
Vertices[baseIndex + count++] = vert.Normal.Y;
Vertices[baseIndex + count++] = vert.Tangent.X;
Vertices[baseIndex + count++] = vert.Tangent.Z;
Vertices[baseIndex + count++] = vert.Tangent.Y;
Vertices[baseIndex + count++] = vert.UV.U;
Vertices[baseIndex + count++] = vert.UV.V;
Vertices[baseIndex + count++] = .5f;
}
var splineParams = splineMesh.SplineParams;
var curve = new HermiteCurve(splineParams.StartPos, splineParams.EndPos, splineParams.StartTangent, splineParams.EndTangent);
Vertices = new float[lod.NumVerts * VertexSize];
for (int i = 0; i < lod.Verts.Length; i++)
{
var count = 0;
var baseIndex = i * VertexSize;
var vert = lod.Verts[i];
var t = (float) i / (lod.Verts.Length - 1);
var point = curve.CalculatePoint(t);
Vertices[baseIndex + count++] = i;
Vertices[baseIndex + count++] = point.X * Constants.SCALE_DOWN_RATIO;
Vertices[baseIndex + count++] = point.Z * Constants.SCALE_DOWN_RATIO;
Vertices[baseIndex + count++] = point.Y * Constants.SCALE_DOWN_RATIO;
Vertices[baseIndex + count++] = vert.Normal.X;
Vertices[baseIndex + count++] = vert.Normal.Z;
Vertices[baseIndex + count++] = vert.Normal.Y;
Vertices[baseIndex + count++] = vert.Tangent.X;
Vertices[baseIndex + count++] = vert.Tangent.Z;
Vertices[baseIndex + count++] = vert.Tangent.Y;
Vertices[baseIndex + count++] = vert.UV.U;
Vertices[baseIndex + count++] = vert.UV.V;
Vertices[baseIndex + count++] = .5f;
}