void Render(object param = null)
{
if (_rotating != 0 && this.modelRoot != null)
{
Vector3 localRotation = this.modelRoot.localRotation.eulerAngles;
localRotation.y += _rotating;
this.modelRoot.localRotation = Quaternion.Euler(localRotation);
}
SetLayer(this._root.gameObject, RENDER_LAYER);
_camera.targetTexture = this._renderTexture;
RenderTexture old = RenderTexture.active;
RenderTexture.active = this._renderTexture;
GL.Clear(true, true, Color.clear);
_camera.Render();
RenderTexture.active = old;
SetLayer(this._root.gameObject, HIDDEN_LAYER);
}