void reduceTransparency()
{
for (int i = 0; i < lines.Count; i++) {
if (lines[i].opacity > 0 && lines[i].opacity < .999f){
lines[i].opacity -= Time.deltaTime;
makeTexture();
}
else if (lines[i].opacity < 0) {
dequeueLine (i);
makeTexture();
rend.material.SetTextureScale ("_MainTex", new Vector2 ((getPointCount())*.1f , 100));
//rend.material.SetTextureOffset("_MainTex", new Vector2(texOffset, 0));
}
}
}