/// <summary>
 /// Processes the draw.
 /// </summary>
 /// <param name="uselayer">if set to <c>true</c> [uselayer].</param>
 /// <param name="gameTime">The game time.</param>
 /// <param name="render">The render.</param>
 /// <param name="camera">The camera.</param>
 /// <param name="objects">The objects.</param>
 public void ProcessDraw(bool uselayer, GameTime gameTime, SceneControl.RenderHelper render, SceneControl._2DScene.ICamera2D camera, List<SceneControl._2DScene.I2DObject> objects)
 {
     if(uselayer)
         render.RenderBegin(camera.View, null,SpriteSortMode.BackToFront);
     else
         render.RenderBegin(camera.View, null, SpriteSortMode.Deferred);
     foreach (var iobj in objects)
     {
         if (iobj.PhysicObject.Enabled == true)
         {
             iobj.Material.Draw(gameTime, iobj, render);
         }
     }
     render.RenderEnd();
 }
 /// <summary>
 /// Processes the light draw.
 /// </summary>
 /// <param name="gameTime">The game time.</param>
 /// <param name="render">The render.</param>
 /// <param name="camera">The camera.</param>
 /// <param name="objects">The objects.</param>
 /// <param name="color">The color.</param>
 /// <param name="light">The light.</param>
 public void ProcessLightDraw(GameTime gameTime, SceneControl.RenderHelper render, SceneControl._2DScene.ICamera2D camera, List<SceneControl._2DScene.I2DObject> objects, Color color, PloobsEngine.Light2D.Light2D light)
 {
    render.RenderBegin(camera.View, null, SpriteSortMode.Deferred);
     
     foreach (var iobj in objects)
     {
         if (iobj.PhysicObject.Enabled == true)
         {
             iobj.Material.LightDraw(gameTime, iobj, render, color, light);
         }
     }
     render.RenderEnd();
 }