private void GroupContainersCreateRenderMeshes(List <IndexedVertexData <MeleeVertex> > vertexContainers)
        {
            var optimizedContainers = MeshBatchUtils.GroupContainersByPrimitiveType(vertexContainers);

            foreach (var container in optimizedContainers)
            {
                MeleeMesh meleeMesh = new MeleeMesh(container.Vertices, container.Indices, container.PrimitiveType);
                renderMeshes.Add(meleeMesh);
            }
        }
        private static void DrawModelSelection(MeleeMesh mesh, Shader shader)
        {
            //This part needs to be reworked for proper outline. Currently would make model disappear

            mesh.Draw(shader);

            GL.Enable(EnableCap.StencilTest);
            // use vertex color for wireframe color
            shader.SetInt("colorOverride", 1);
            GL.PolygonMode(MaterialFace.Back, PolygonMode.Line);
            GL.Enable(EnableCap.LineSmooth);
            GL.LineWidth(1.5f);

            mesh.Draw(shader);

            GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
            shader.SetInt("colorOverride", 0);

            GL.Enable(EnableCap.DepthTest);
        }