public static void Draw()
        {
            if (!Visible)
            {
                return;
            }

            MyRenderModel model = MyRenderModels.GetModel(Model);//MySession.Static.PlayerShip.CockpitGlassModelEnum);

            RasterizerState.CullNone.Apply();

            MyStateObjects.DepthStencil_StencilReadOnly.Apply();

            BlendState.NonPremultiplied.Apply();

            MyEffectCockpitGlass effect = (MyEffectCockpitGlass)MyRender.GetEffect(MyEffects.CockpitGlass);

            effect.SetGlassDirtLevelAlpha(new Vector4(GlassDirtAlpha, 0, 0, 0));

            var     inMatrix = PlayerHeadForCockpitInteriorWorldMatrix;
            MatrixD drawMatrix;

            MatrixD.Multiply(ref inMatrix, ref MyRenderCamera.InversePositionTranslationMatrix, out drawMatrix);

            effect.SetWorldMatrix((Matrix)drawMatrix);
            effect.SetViewMatrix((Matrix)MyRenderCamera.ViewMatrix);

            Matrix projection = MyRenderCamera.ProjectionMatrixForNearObjects;

            effect.SetWorldViewProjectionMatrix((Matrix)(drawMatrix * MyRenderCamera.ViewMatrixAtZero * projection));

            MyRenderMeshMaterial cockpitMaterial = model.GetMeshList()[0].Material;

            cockpitMaterial.PreloadTexture();
            effect.SetCockpitGlassTexture(cockpitMaterial.DiffuseTexture);

            Texture depthRT = MyRender.GetRenderTarget(MyRenderTargets.Depth);

            effect.SetDepthTexture(depthRT);

            effect.SetHalfPixel(MyUtilsRender9.GetHalfPixel(depthRT.GetLevelDescription(0).Width, depthRT.GetLevelDescription(0).Height));

            Vector4 sunColor = MyRender.Sun.Color;

            effect.SetSunColor(new Vector3(sunColor.X, sunColor.Y, sunColor.Z));

            effect.SetDirectionToSun(-MyRender.Sun.Direction);

            effect.SetAmbientColor(Vector3.Zero);
            effect.SetReflectorPosition((Vector3)((Vector3)MyRenderCamera.Position - 4 * MyRenderCamera.ForwardVector));

            if (MyRender.RenderLightsForDraw.Count > 0)
            {
                effect.SetNearLightColor(MyRender.RenderLightsForDraw[0].Color);
                effect.SetNearLightRange(MyRender.RenderLightsForDraw[0].Range);
            }

            MyRender.GetShadowRenderer().SetupShadowBaseEffect(effect);
            effect.SetShadowBias(0.001f);

            MyLights.UpdateEffect(effect, true);

            effect.Begin();
            model.Render();
            effect.End();

            //MyDebugDraw.DrawSphereWireframe(PlayerHeadForCockpitInteriorWorldMatrix, Vector3.One, 1);
        }