// Renders the scene.
	void CSceneManager::Render()
	{
		m_pRenderDevice->ClearScreen( m_ClearColour );

		CVector3 camPos = m_pCamera->GetPosition();

		m_pRender->RenderStart( &camPos );// place holder only.

		CTemplate* temp = 0;
		for(TUInt32 i = 0; i < m_TemplateList.size(); i++)
		{
			temp = m_TemplateList[i];

			temp->Render( m_pRenderDevice->GetDevice() );

			ID3D10ShaderResourceView* tex = temp->GetTexture();

			for(TUInt32 model=0; model < temp->ModelCount(); model++)
			{
				CModel* current = temp->GetModelByIndex( model );
				m_pRender->RenderModel( current->GetWorldMatrix(), tex );

				m_pRenderDevice->DrawIndexed( temp->IndexCount() );
			}
		}


		m_pRenderDevice->Present();
	}