//public override void prepareFrameBegin() { }
        //public override void preparePerFrame(Renderable r) { }
        //public override void preparePerViewBegin(View v) { }
        //public override void preparePerView(Renderable r, View v) { }
        //public override void preparePerViewFinalize(View v) { }
        //public override void preparePerPassBegin(Pass p) { }

        public override void preparePerPass(Renderable r, Pass p)
        {
            SkydomeRenderable renderable = r as SkydomeRenderable;
            Model             model      = renderable.skydome;
            Mesh mesh = model.myMeshes[0];

            MaterialEffect effect   = getEffect(p.technique, (UInt32)Material.Feature.Skydome);
            PipelineState  pipeline = effect.createPipeline(mesh.material);

            RenderQueue <StaticModelInfo> rq = p.findRenderQueue(pipeline.id) as RenderQueue <StaticModelInfo>;

            if (rq == null)
            {
                rq      = Renderer.device.createRenderQueue <StaticModelInfo>(effect.createPipeline(mesh.material));
                rq.name = rq.myPipeline.shaderState.shaderProgram.name;
                rq.myPipeline.vaoState.vao = new VertexArrayObject();
                rq.myPipeline.vaoState.vao.bindVertexFormat(rq.myPipeline.shaderState.shaderProgram, V3.bindings());
                rq.visualizer = this;
                p.registerQueue(rq);
            }

            StaticModelInfo info = rq.nextInfo();

            effect.updateRenderState(mesh.material, info.renderState);

            info.renderState.setUniformBuffer(p.view.camera.uniformBufferId(), 0);
            info.renderState.setVertexBuffer(model.myVbos[0].id, 0, 0, V3N3T2.stride);
            info.renderState.setIndexBuffer(model.myIbo.id);
            info.renderState.setUniform(new UniformData(0, Uniform.UniformType.Vec3, renderable.sunPosition));
            Matrix4 rot = Matrix4.CreateRotationX(renderable.starRotation);

            info.renderState.setUniform(new UniformData(1, Uniform.UniformType.Mat4, rot));
            info.renderState.setUniform(new UniformData(26, Uniform.UniformType.Float, renderable.weatherIntensity));
            info.renderState.setUniform(new UniformData(27, Uniform.UniformType.Float, renderable.weatherSpeed));
            info.renderState.setUniform(new UniformData(28, Uniform.UniformType.Float, renderable.sunSize));
            info.renderState.setUniform(new UniformData(29, Uniform.UniformType.Float, renderable.moonSize));
            info.indexOffset = mesh.indexBase;
            info.indexCount  = mesh.indexCount;
        }