public void DrawWorldLayers() { if (this.asynchronousRegenerationActive) { Log.Error("Called DrawWorldLayers() but already regenerating. This shouldn't ever happen because LongEventHandler should have stopped us.", false); return; } if (this.ShouldRegenerateDirtyLayersInLongEvent) { this.asynchronousRegenerationActive = true; LongEventHandler.QueueLongEvent(this.RegenerateDirtyLayersNow_Async(), "GeneratingPlanet", null); return; } WorldRendererUtility.UpdateWorldShadersParams(); for (int i = 0; i < this.layers.Count; i++) { try { this.layers[i].Render(); } catch (Exception arg) { Log.Error("Error drawing WorldLayer: " + arg, false); } } }