// 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(); }