void GameApplication::PaintDecal()
{
	return;
    Vector3 hitPos;
    Drawable* hitDrawable;
    
    if (Raycast(250.0f, hitPos, hitDrawable))
    {
        // Check if target scene node already has a DecalSet component. If not, create now
        Node* targetNode = hitDrawable->GetNode();
        DecalSet* decal = targetNode->GetComponent<DecalSet>();
        if (!decal)
        {
            ResourceCache* cache = GetSubsystem<ResourceCache>();
            
            decal = targetNode->CreateComponent<DecalSet>();
            decal->SetMaterial(cache->GetResource<Material>("Materials/UrhoDecal.xml"));
        }
		decal->RemoveAllDecals();
        // Add a square decal to the decal set using the geometry of the drawable that was hit, orient it to face the camera,
        // use full texture UV's (0,0) to (1,1). Note that if we create several decals to a large object (such as the ground
        // plane) over a large area using just one DecalSet component, the decals will all be culled as one unit. If that is
        // undesirable, it may be necessary to create more than one DecalSet based on the distance
        decal->AddDecal(hitDrawable, hitPos, cameraNode_->GetRotation(), 1.5f, 1.0f, 1.0f, Vector2::ZERO,
            Vector2::ONE);
    }
}