internal override void Render ( GameTime gameTime, StereoEye stereoEye )
{
var targetSurface = (Target == null) ? rs.Device.BackbufferColor.Surface : Target.RenderTarget.Surface;
// clear target buffer if necassary :
if (Clear) {
rs.Device.Clear( targetSurface, ClearColor );
}
var viewport = new Viewport( 0,0, targetSurface.Width, targetSurface.Height );
// Render HDR stuff: mesh instances,
// special effects, sky, water, light etc.
RenderHdrScene( gameTime, stereoEye, viewport, targetSurface );
// Render GIS stuff :
RenderGIS( gameTime, stereoEye, viewport, targetSurface );
// draw sprites :
rs.SpriteEngine.DrawSprites( gameTime, stereoEye, targetSurface, SpriteLayers );
}