//! render
	void CLightSceneNode::render()
	{
		IVideoDriver* driver = SceneManager->getVideoDriver();
		if (!driver)
			return;

		if (DebugDataVisible & EDS_BBOX)
		{
			driver->setTransform(ETS_WORLD, AbsoluteTransformation);
			SMaterial m;
			m.Lighting = false;
			driver->setMaterial(m);

			switch (LightData.Type)
			{
			case ELT_POINT:
			case ELT_SPOT:
				driver->draw3DBox(BBox, LightData.DiffuseColor);
				break;

			case ELT_DIRECTIONAL:
				driver->draw3DLine(Vector3(0.f, 0.f, 0.f),
					LightData.Direction * LightData.Radius,
					LightData.DiffuseColor);
				break;
			default:
				break;
			}
		}

		DriverLightIndex = driver->addDynamicLight(LightData);
		setVisible(LightIsOn);
	}
//! does nothing.
void CGameParticleContainerSceneNode::render()
{
	IVideoDriver *driver = getIView()->getDriver();

	#ifdef GSEDITOR
	CGameObject::EObjectState state = m_owner->getObjectState();
	
	// draw bbox on select
	if (
			state == CGameObject::Move ||
			state == CGameObject::Review		
		)
		setDebugDataVisible( EDS_BBOX );
	else
		setDebugDataVisible( 0 );

	// call object draw
	m_owner->drawObject();

#endif
	
	if ( DebugDataVisible & scene::EDS_BBOX )
	{		
		driver->setTransform(video::ETS_WORLD, getAbsoluteTransformation() );
		video::SMaterial deb_m;
		deb_m.Lighting = false;
		driver->setMaterial(deb_m);
		
		driver->draw3DBox( Box, video::SColor(255,255,255,255));
	}

#ifdef GSEDITOR	
	// draw move
	if ( 
			state == CGameObject::Move || 
			state == CGameObject::Rotation ||
			state == CGameObject::Scale
		)
		m_owner->drawFrontUpLeftVector();	
	
	if ( state == CGameObject::Rotation )
		m_owner->drawCircleAroundObject();	
#endif

}
//! does nothing.
void CGameContainerSceneNode::render()
{
	if ( m_owner == NULL )
		return;

	IVideoDriver *driver = getIView()->getDriver();

	if ( DebugDataVisible & scene::EDS_BBOX )
	{
		driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
		video::SMaterial deb_m;
		deb_m.Lighting = false;
		driver->setMaterial(deb_m);

		core::aabbox3d<f32> tbox = Box;
		getAbsoluteTransformation().transformBoxEx(tbox);

		driver->draw3DBox( tbox, video::SColor(255,255,0,255));
	}
}
void CGameColladaContainerSceneNode::render()
{
	if (m_owner == NULL)
		return;	

#ifdef GSEDITOR
	CGameObject::EObjectState state = m_owner->getObjectState();
	
	// draw bbox on select
	if ( 
			state == CGameObject::Move ||
			state == CGameObject::Review
		)
		setDebugDataVisible( EDS_BBOX );
	else
		setDebugDataVisible( 0 );

	// call object draw
	m_owner->drawObject();	

	// draw bouding box
	if ( DebugDataVisible & scene::EDS_BBOX )
	{
		IVideoDriver *driver = getIView()->getDriver();

		driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
		video::SMaterial deb_m;
		deb_m.Lighting = false;
		driver->setMaterial(deb_m);

		core::aabbox3d<f32> tbox = Box;
		getAbsoluteTransformation().transformBoxEx(tbox);

		driver->draw3DBox( tbox, video::SColor(255,255,255,255));
	}

	// draw move
	if ( 
			state == CGameObject::Move || 
			state == CGameObject::Rotation ||
			state == CGameObject::Scale
		)
		m_owner->drawFrontUpLeftVector();	
	
	if ( state == CGameObject::Rotation )
		m_owner->drawCircleAroundObject();	
#else
	if ( DebugDataVisible & scene::EDS_BBOX )
	{
		IVideoDriver *driver = getIView()->getDriver();

		driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
		video::SMaterial deb_m;
		deb_m.Lighting = false;
		driver->setMaterial(deb_m);

		core::aabbox3d<f32> tbox = Box;
		getAbsoluteTransformation().transformBoxEx(tbox);

		driver->draw3DBox( tbox, video::SColor(255,0,255,0));
	}
#endif
}
// render
// irr scenenode impl
void CGameGrassSceneNode::render()
{
	ISceneManager	*smgr = getSceneManager();
	IVideoDriver	*driver = smgr->getVideoDriver();
	

#ifdef GSEDITOR
	CGameObject::EObjectState state = m_owner->getObjectState();
	
	// draw bbox on select
	if ( 
			state == CGameObject::Move ||
			state == CGameObject::Review		
		)
		setDebugDataVisible( EDS_BBOX );
	else
		setDebugDataVisible( 0 );

	// call object draw
	m_owner->drawObject();
#endif

	// set world transform
	driver->setTransform( video::ETS_WORLD, getAbsoluteTransformation());

	// set current material with config shader
    driver->setMaterial( m_Material);

	// draw mesh with grass shader
	int meshCount = m_mesh->getMeshBufferCount();
	for ( int i = 0; i < meshCount; i++ )
		driver->drawMeshBuffer(m_mesh->getMeshBuffer(i));

	// draw bouding box
	if ( DebugDataVisible & scene::EDS_BBOX )
	{
		driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
		video::SMaterial deb_m;
		deb_m.Lighting = false;
		driver->setMaterial(deb_m);

		core::aabbox3d<f32> tbox = m_mesh->getBoundingBox();
		getAbsoluteTransformation().transformBoxEx(tbox);

		driver->draw3DBox( tbox, video::SColor(255,255,255,255));
	}

#ifdef GSEDITOR	
	// draw move
	if ( 
			state == CGameObject::Move || 
			state == CGameObject::Rotation ||
			state == CGameObject::Scale
		)
		m_owner->drawFrontUpLeftVector();	
	
	if ( state == CGameObject::Rotation )
		m_owner->drawCircleAroundObject();	
#endif

}