Reactor.RMesh.Material_Render C# (CSharp) Method

Material_Render() private method

private Material_Render ( string techniqueName ) : void
techniqueName string
return void
        private void Material_Render(string techniqueName)
        {
            RCamera camera = REngine.Instance._camera;

            //REngine.Instance._graphics.GraphicsDevice.RenderState.CullMode = CullMode.CullCounterClockwiseFace;
            GraphicsDevice graphicsDevice = REngine.Instance._graphics.GraphicsDevice;

            _material.shader.effect.CurrentTechnique = _material.shader.effect.Techniques[techniqueName];
            this.Matrix = _transforms[_model.Meshes[0].ParentBone.Index] * Matrix;
            //_material.Prepare(this);
            // Draw the model. A model can have multiple meshes, so loop.
            foreach (ModelMesh mesh in _model.Meshes)
            {
                //foreach (Effect effect in mesh.Effects)
                //{
                    //effect.Begin();

                foreach (ModelMeshPart part in mesh.MeshParts)
                {
                    part.Effect = _material.shader.effect;
                }
                    //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();
            }
        }