FSO.LotView.Utils._3DWorldBatch.End C# (CSharp) Method

End() public method

Ends rendering, should always be called after DrawMesh()!
public End ( ) : void
return void
        public void End()
        {
            if (Sprites.Count == 0) return;
            //Device.RasterizerState.CullMode = CullMode.CullCounterClockwiseFace;

            var character = Sprites.Where(x => x.Effect == _3DSpriteEffect.CHARACTER).ToList();

            PPXDepthEngine.RenderPPXDepth(Avatar.Effect, true, (depth) =>
            {
                RenderSpriteList(character, Avatar.Effect, Avatar.Effect.Techniques[OBJIDMode ? 1 : 0]);
            });

            /*
            ApplyCamera(Effect);
            Effect.World = world;
            Effect.TextureEnabled = true;
            Effect.Texture = binding.Texture;
            Effect.CommitChanges();

            Effect.Begin();
            foreach (var pass in Effect.CurrentTechnique.Passes)
            {
                pass.Begin();
                binding.Mesh.Draw(Device);
                pass.End();
            }
            Effect.End();*/
        }