public void Render() { Matrix carOrientation = Matrix.Identity; carOrientation.Forward = _car.RenderDirection; carOrientation.Up = _car.Up; carOrientation.Right = Vector3.Cross(_car.RenderDirection, _car.Up); WheelModel.Render( _wheelMatrix * Matrix.CreateRotationX(_rotation / _size * 2f) * Matrix.CreateRotationY(_steeringAngle * 1.3f) * carOrientation * Matrix.CreateTranslation(GetOffsetPosition(_renderOffset)), _texture); }