Reactor.RActor.RShader_Render C# (CSharp) Method

RShader_Render() private method

private RShader_Render ( string techniqueName ) : void
techniqueName string
return void
        internal void RShader_Render(string techniqueName)
        {
            Matrix[] bones = _player.GetSkinTransforms();
            GraphicsDevice graphicsDevice = REngine.Instance._graphics.GraphicsDevice;

            REngine.Instance._graphics.GraphicsDevice.RasterizerState.CullMode = CullMode.CullCounterClockwiseFace;
            REngine.Instance._graphics.GraphicsDevice.DepthStencilState.DepthBufferEnable = true;

            REngine.Instance._graphics.GraphicsDevice.BlendState = BlendState.Opaque;

            _material.Prepare(this);

            Effect e = _material.shader.effect;
            e.CurrentTechnique = e.Techniques[techniqueName];
            RCamera camera = REngine.Instance._camera;

            foreach (ModelMesh mesh in _model.Meshes)
            {
                foreach (Effect effect in mesh.Effects)
                {
                    //effect.Begin();
                    effect.Parameters["Bones"].SetValue(bones);
                    effect.Parameters["View"].SetValue(camera.viewMatrix);
                    effect.Parameters["Projection"].SetValue(camera.projMatrix);
                    /*foreach (EffectPass pass in effect.CurrentTechnique.Passes)
                    {
                        pass.Begin();
                        foreach (ModelMeshPart part in mesh.MeshParts)
                        {
                            graphicsDevice.VertexDeclaration = part.VertexDeclaration;
                            graphicsDevice.Vertices[0].SetSource(mesh.VertexBuffer, part.StreamOffset, part.VertexStride);
                            graphicsDevice.Indices = mesh.IndexBuffer;
                            graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, part.BaseVertex, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount);
                        }
                        pass.End();
                    }
                    effect.End();
                     */

                }
                mesh.Draw();
            }
        }