private void DrawSolidColorMesh(GLFrameworkEngine.ShaderProgram shader, BfresMeshAsset mesh)
        {
            if (!mesh.IsVisible)
            {
                return;
            }

            if (mesh.SkinCount > 0)
            {
                SetModelMatrix(shader.program, ModelData.Skeleton, mesh.SkinCount > 1);
            }

            var worldTransform = ParentRender.Transform.TransformMatrix;
            var transform      = this.ModelData.Skeleton.Bones[mesh.BoneIndex].Transform;

            shader.SetMatrix4x4("RigidBindTransform", ref transform);
            shader.SetMatrix4x4("mtxMdl", ref worldTransform);
            shader.SetInt("SkinCount", mesh.SkinCount);
            shader.SetInt("UseSkinning", 1);

            //Draw the mesh
            mesh.defaultVao.Enable(shader);
            mesh.defaultVao.Use();
            mesh.Draw();
        }