private IEnumerable <RenderBatch> _RenderBatches( )
        {
            foreach (var sectionBuffer in sectionBuffers)
            {
                var mesh = sectionBuffer;

                foreach (var part in mesh.Parts)
                {
                    var texcoordRange = RenderModel.CompressionInfo[0].ExtractTexcoordScaling( );

                    var batch = new RenderBatch
                    {
                        ElementStartIndex = part.StripStartIndex * sizeof(ushort),
                        ElementLength     = part.StripLength
                    };

                    batch.AssignUniform("TexcoordRangeUniform", texcoordRange);
                    batch.AssignUniform("WorldMatrixUniform", WorldMatrix);
                    for (var i = 0; i < mesh.SectionBlock.SectionData[0].NodeMap.Length; ++i)
                    {
                        var inverseBindPoseMatrix =
                            Nodes.GetInverseBindPoseTransfrom(mesh.SectionBlock.SectionData[0].NodeMap[i].NodeIndex);
                        var poseMatrix =
                            Nodes.GetPoseTransfrom(mesh.SectionBlock.SectionData[0].NodeMap[i].NodeIndex);
                        var final = inverseBindPoseMatrix * poseMatrix;

                        batch.AssignUniform(string.Format("BoneMatrices[{0}]", i), final);
                    }

                    batch.Shader = new ShaderReference(
                        ShaderReference.ReferenceType.Halo2,
                        ( int )RenderModel.Materials[part.Material].Shader.Ident);
                    batch.PrimitiveType = PrimitiveType.TriangleStrip;
                    batch.BatchObject   = mesh.TriangleBatch;

                    yield return(batch);
                }
            }
        }