public void Render(Graphics.BoundingVolumesRenderer bvRenderer, 
            View view,
            Scene scene,
            Common.Pathing.NavMesh navMesh,
            int activeFrame)
        {
            if (Settings.VisualBoundings)
            {
                foreach (var v in scene.AllEntities)
                    if(v.ActiveInMain == activeFrame)
                        bvRenderer.Draw(Matrix.Identity,
                            v.VisibilityWorldBounding,
                            Color.Orange);
            }

            if (Settings.PhysicsBoundings)
            {
                bvRenderer.DrawFullChains = Settings.PhysicsBoundingsFullChains;
                foreach (var v in scene.AllEntities)
                    if (v is Client.Game.Map.GameEntity &&
                        v.ActiveInMain == activeFrame &&
                        (!Settings.PhysicsBoundingsHideGround || !(v is Client.Game.Map.GroundPiece)))
                        bvRenderer.Draw(Matrix.Identity,
                            ((Client.Game.Map.GameEntity)v).PhysicsLocalBounding != null ?
                            Common.Boundings.Transform(((Client.Game.Map.GameEntity)v).PhysicsLocalBounding, v.WorldMatrix)
                            : null,
                            Color.Blue);
                bvRenderer.DrawFullChains = true;
            }

            if (Settings.PathMesh)
                bvRenderer.Draw(Matrix.Identity, navMesh.BoundingRegion, Color.White);

            if (Settings.AggroRange)
            {
                foreach (var v in scene.AllEntities)
                    if (v.ActiveInMain == activeFrame && v is Map.NPC)
                        view.DrawCircle(scene.Camera, Matrix.Identity,
                            ((Map.NPC)v).Position, ((Map.NPC)v).InRangeRadius, 12, Color.Red);
            }
        }