public void render() { Core.graphicsDevice.SetVertexBuffer( _vertexBuffer ); Core.graphicsDevice.Indices = _indexBuffer; Core.graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, 0, 0, _primitiveCount ); }
void renderLight(AreaLight light) { _lightEffect.updateForLight(light); _quadPolygonMesh.render(); }