idTech4.UI.idRenderWindow.Render C# (CSharp) Method

Render() private method

private Render ( int time ) : void
time int
return void
		private void Render(int time)
		{
			// TODO: 
			/*rLight.origin = lightOrigin.ToVec3();
			rLight.shaderParms[SHADERPARM_RED] = lightColor.x();
			rLight.shaderParms[SHADERPARM_GREEN] = lightColor.y();
			rLight.shaderParms[SHADERPARM_BLUE] = lightColor.z();*/

			/*world->UpdateLightDef(lightDef, &rLight);*/

			/*if(worldEntity.hModel)
			{
				if(updateAnimation)
				{
					BuildAnimation(time);
				}
				if(modelAnim)
				{
					if(time > animEndTime)
					{
						animEndTime = time + animLength;
					}
					gameEdit->ANIM_CreateAnimFrame(worldEntity.hModel, modelAnim, worldEntity.numJoints, worldEntity.joints, animLength - (animEndTime - time), vec3_origin, false);
				}
				worldEntity.axis = idAngles(modelRotate.x(), modelRotate.y(), modelRotate.z()).ToMat3();
				world->UpdateEntityDef(modelDef, &worldEntity);
			}*/
		}
		#endregion