//! renders from a render map
	void EntityRenderer::Render(RenderMap& renderMap)
	{
		for(RenderMap::iterator it = renderMap.begin(); it != renderMap.end(); ++it)
		{
			Material* pMaterial = (*it).second.pMaterial;
			pMaterial->Begin();

			for(VertexMap::iterator it2 = (*it).second.m_VertexMap.begin(); 
				it2 != (*it).second.m_VertexMap.end();
				++it2)
			{
				VertexInfo& vertexInfo = (*it2).second;
				vertexInfo.pVertexBuffer->Begin();
				vertexInfo.pVertexBuffer->Draw(vertexInfo.aWorldTransforms, vertexInfo.aTextureTransforms, pMaterial);
				vertexInfo.pVertexBuffer->End();
			}
			
			pMaterial->End();
			m_Stats.Increment(pMaterial);
		}
	}