public static void ExtractTrianglesFrom(Model model, List<Vector3> vertices, List<Triangle> indices, Matrix world)
{
Matrix transform = Matrix.Identity;
foreach (ModelMesh mesh in model.Meshes)
{
// If the model has bones the vertices have to be transformed by the bone position
transform = Matrix.Multiply(GetAbsoluteTransform(mesh.ParentBone), world);
ExtractModelMeshData(mesh, ref transform, vertices, indices);
}
}