Inheritance: NativeElement
		public bool SetMeshFilename (AnimatedMesh mesh, string filename)
		{
			return MeshCache_SetMeshFilenameA (_raw, mesh.Raw, filename);
		}
		public int GetMeshIndex (AnimatedMesh mesh)
		{
			return MeshCache_GetMeshIndexA (_raw, mesh.Raw);
		}
		public void RemoveMesh (AnimatedMesh mesh)
		{
			MeshCache_RemoveMeshA (_raw, mesh.Raw);
		}
		public string GetMeshFilename (AnimatedMesh mesh)
		{
			return MeshCache_GetMeshFilenameA (_raw, mesh.Raw);
		}
		public void AddMesh (string filename, AnimatedMesh mesh)
		{
			MeshCache_AddMesh (_raw, filename, mesh.Raw);
		}
 /// <summary>
 /// Adds a scene node for rendering using an octtree to the scene graph
 /// </summary>
 /// <returns>The oct tree</returns>
 /// <param name="mesh">The mesh the oct tree is based on. If this animated mesh has more than one frame, the first one is used</param>
 /// <param name="parent">Its parent</param>
 /// <param name="id">ID of the node (-1 for automatic assign.)</param>
 /// <param name="minimalPolysPerNode">Specifies the minimal polygons per node. Idea = 128</param>
 public SceneNode AddOctTreeSceneNode(AnimatedMesh mesh, SceneNode parent, int id, int minimalPolysPerNode)
 {
     IntPtr par = IntPtr.Zero;
     if(parent != null)
         par = parent.Raw;
     return (SceneNode)
         NativeElement.GetObject(SceneManager_AddOctTreeSceneNodeA(_raw, mesh.Raw, par, id, minimalPolysPerNode),
                                 typeof(SceneNode));
 }
 /// <summary>
 /// Adds a simple animated mesh scene node to the scene
 /// </summary>
 /// <returns>An AnimatedMeshSceneNode </returns>
 /// <param name="mesh">The animated mesh of the node that can be obtained via GetMesh</param>
 public AnimatedMeshSceneNode AddAnimatedMeshSceneNode(AnimatedMesh mesh)
 {
     return (AnimatedMeshSceneNode)
         NativeElement.GetObject((SceneManager_AddAnimatedMeshSceneNode(_raw, mesh.Raw, IntPtr.Zero, -1)),
                                 typeof(AnimatedMeshSceneNode));
 }
 /// <summary>
 /// Returns amount of polygons in mesh. 
 /// </summary>
 /// <param name="mesh">Mesh</param>
 /// <returns>Amount of polygons</returns>
 public int GetPolyCount(AnimatedMesh mesh)
 {
     return MeshManipulator_GetPolyCountA(_raw, mesh.Raw);
 }