protected virtual void RenderBasicQueueGroupObjects( RenderQueueGroup group )
{
// Basic render loop
// Iterate through priorities
foreach ( RenderPriorityGroup priorityGroup in group.PriorityGroups.Values )
{
// Sort the queue first
priorityGroup.Sort( this.cameraInProgress );
// Do solids
this.RenderSolidObjects( priorityGroup.solidPasses, true );
// Do transparents
this.RenderTransparentObjects( priorityGroup.transparentPasses, true );
} // for each priority
}