/// <summary> /// Draws all of the chunks, assuming that an effect is currently active. /// </summary> /// <param name="camera">The camera to use for visibility testing.</param> public void DrawChunks( Camera camera ) { lock ( _chunks ) { // render each chunk that the camera can see foreach ( var chunk in _chunks.Values ) { if ( Game.Instance.Settings.CullFrustum ) { if ( camera.CanSee( chunk.Bounds ) ) { chunk.Draw(); } } else { chunk.Draw(); } } } }