////////////////////////////////////////////////////////////////////////////////////////////////////
		/// <summary>	Collate's the lightmap geometry from a COLLADA file into a usable format. </summary>
		///
		/// <param name="colladaFile">	The collada file. </param>
		///
		/// <returns>	A list of lightmap mesh data. </returns>
		List<Lightmap> CollateLightmapGeometry(ColladaFile colladaFile)
		{
			var lightmapMeshes = new List<Lightmap>();

			// Collect the geometry info
			foreach (var geometry in colladaFile.LibraryGeometries.Geometry)
			{
				if (geometry.Mesh == null)
				{
					SendMessage(String.Format("The geometry {0} does not have a mesh", geometry.Name));
					return null;
				}

				if (geometry.Mesh.Triangles.Count == 0)
				{
					SendMessage(String.Format("The geometry {0} has no triangles", geometry.Name));
					return null;
				}

				// Get the lightmap index from the end of the geometry name
				if(geometry.Name.EndsWith("-1"))
				{
					continue;
				}

				var indexString = Regex.Match(geometry.Name, @"\d+$").Value;
				if (System.String.IsNullOrEmpty(indexString))
				{
					SendMessage(String.Format("The geometry {0} does not have the lightmap index at the end of it's name", geometry.Name));
					return null;
				}
				int lightmapIndex = Int32.Parse(indexString);

				// Create the lightmap entry
				var lightmap = new Lightmap() { LightmapIndex = lightmapIndex, Faces = new List<Lightmap.Face>() };

				foreach (var triangles in geometry.Mesh.Triangles)
				{
					// Get the input object containing the texture coordinates
					var texcoord1Input = triangles.Input.Find(entry => (entry.Set == 1) && (entry.Semantic == ColladaInputSharedSemantic.TEXCOORD));
					if (texcoord1Input == null)
					{
						SendMessage(String.Format("Unable to find a second texture coordinate for geometry {0}", geometry.Name));
						return null;
					}
					var sourceID = texcoord1Input.Source.TrimStart('#');

					// Get the source array for the coord data
					var sourceArray = geometry.Mesh.Source.Find(
						entry =>
						{
							return entry.ID.EndsWith(sourceID);
						}
					);

					if (sourceArray == null)
					{
						SendMessage(String.Format("Unable to find a texture coordinate source array for geometry {0}", geometry.Name));
						return null;
					}

					if (sourceArray.FloatArray == null)
					{
						SendMessage(String.Format("Unable to find a texture coordinate source array for geometry {0}", geometry.Name));
						return null;
					}

					// Collect the vertex data
					int sourceArrayStride = (int)sourceArray.TechniqueCommon.Accessor.Stride;
					var indexStride = (triangles.P.Values.Count / 3) / (int)triangles.Count;

					foreach (var faceIndex in Enumerable.Range(0, (int)triangles.Count))
					{
						var face = new Lightmap.Face();

						// Get the index of the texture coordinates for the face vertices
						int faceOffset = (indexStride * 3) * faceIndex; // Offset to start of current face

						int vertex0Offset = faceOffset + (0 * indexStride) + (int)texcoord1Input.Offset;
						int vertex1Offset = faceOffset + (1 * indexStride) + (int)texcoord1Input.Offset;
						int vertex2Offset = faceOffset + (2 * indexStride) + (int)texcoord1Input.Offset;

						int vertex0Index = triangles.P.Values[vertex0Offset];
						int vertex1Index = triangles.P.Values[vertex1Offset];
						int vertex2Index = triangles.P.Values[vertex2Offset];

						// Get the data from the float array
						int uIndex = (vertex0Index * sourceArrayStride);
						int vIndex = (vertex0Index * sourceArrayStride) + 1;
						face.Vertex0.X = sourceArray.FloatArray.Values[uIndex];
						face.Vertex0.Y = (sourceArray.FloatArray.Values[vIndex] - 1) * -1;

						uIndex = (vertex1Index * sourceArrayStride);
						vIndex = (vertex1Index * sourceArrayStride) + 1;
						face.Vertex1.X = sourceArray.FloatArray.Values[uIndex];
						face.Vertex1.Y = (sourceArray.FloatArray.Values[vIndex] - 1) * -1;

						uIndex = (vertex2Index * sourceArrayStride);
						vIndex = (vertex2Index * sourceArrayStride) + 1;
						face.Vertex2.X = sourceArray.FloatArray.Values[uIndex];
						face.Vertex2.Y = (sourceArray.FloatArray.Values[vIndex] - 1) * -1;

						lightmap.Faces.Add(face);
					}
				}

				lightmapMeshes.Add(lightmap);
			}

			return lightmapMeshes;
		}
        ////////////////////////////////////////////////////////////////////////////////////////////////////
        /// <summary>	Collate's the lightmap geometry from a COLLADA file into a usable format. </summary>
        ///
        /// <param name="colladaFile">	The collada file. </param>
        ///
        /// <returns>	A list of lightmap mesh data. </returns>
        List <Lightmap> CollateLightmapGeometry(ColladaFile colladaFile)
        {
            var lightmapMeshes = new List <Lightmap>();

            // Collect the geometry info
            foreach (var geometry in colladaFile.LibraryGeometries.Geometry)
            {
                if (geometry.Mesh == null)
                {
                    SendMessage(String.Format("The geometry {0} does not have a mesh", geometry.Name));
                    return(null);
                }

                if (geometry.Mesh.Triangles.Count == 0)
                {
                    SendMessage(String.Format("The geometry {0} has no triangles", geometry.Name));
                    return(null);
                }

                // Get the lightmap index from the end of the geometry name
                if (geometry.Name.EndsWith("-1"))
                {
                    continue;
                }

                var indexString = Regex.Match(geometry.Name, @"\d+$").Value;
                if (System.String.IsNullOrEmpty(indexString))
                {
                    SendMessage(String.Format("The geometry {0} does not have the lightmap index at the end of it's name", geometry.Name));
                    return(null);
                }
                int lightmapIndex = Int32.Parse(indexString);

                // Create the lightmap entry
                var lightmap = new Lightmap()
                {
                    LightmapIndex = lightmapIndex, Faces = new List <Lightmap.Face>()
                };

                foreach (var triangles in geometry.Mesh.Triangles)
                {
                    // Get the input object containing the texture coordinates
                    var texcoord1Input = triangles.Input.Find(entry => (entry.Set == 1) && (entry.Semantic == ColladaInputSharedSemantic.TEXCOORD));
                    if (texcoord1Input == null)
                    {
                        SendMessage(String.Format("Unable to find a second texture coordinate for geometry {0}", geometry.Name));
                        return(null);
                    }
                    var sourceID = texcoord1Input.Source.TrimStart('#');

                    // Get the source array for the coord data
                    var sourceArray = geometry.Mesh.Source.Find(
                        entry =>
                    {
                        return(entry.ID.EndsWith(sourceID));
                    }
                        );

                    if (sourceArray == null)
                    {
                        SendMessage(String.Format("Unable to find a texture coordinate source array for geometry {0}", geometry.Name));
                        return(null);
                    }

                    if (sourceArray.FloatArray == null)
                    {
                        SendMessage(String.Format("Unable to find a texture coordinate source array for geometry {0}", geometry.Name));
                        return(null);
                    }

                    // Collect the vertex data
                    int sourceArrayStride = (int)sourceArray.TechniqueCommon.Accessor.Stride;
                    var indexStride       = (triangles.P.Values.Count / 3) / (int)triangles.Count;

                    foreach (var faceIndex in Enumerable.Range(0, (int)triangles.Count))
                    {
                        var face = new Lightmap.Face();

                        // Get the index of the texture coordinates for the face vertices
                        int faceOffset = (indexStride * 3) * faceIndex;                         // Offset to start of current face

                        int vertex0Offset = faceOffset + (0 * indexStride) + (int)texcoord1Input.Offset;
                        int vertex1Offset = faceOffset + (1 * indexStride) + (int)texcoord1Input.Offset;
                        int vertex2Offset = faceOffset + (2 * indexStride) + (int)texcoord1Input.Offset;

                        int vertex0Index = triangles.P.Values[vertex0Offset];
                        int vertex1Index = triangles.P.Values[vertex1Offset];
                        int vertex2Index = triangles.P.Values[vertex2Offset];

                        // Get the data from the float array
                        int uIndex = (vertex0Index * sourceArrayStride);
                        int vIndex = (vertex0Index * sourceArrayStride) + 1;
                        face.Vertex0.X = sourceArray.FloatArray.Values[uIndex];
                        face.Vertex0.Y = (sourceArray.FloatArray.Values[vIndex] - 1) * -1;

                        uIndex         = (vertex1Index * sourceArrayStride);
                        vIndex         = (vertex1Index * sourceArrayStride) + 1;
                        face.Vertex1.X = sourceArray.FloatArray.Values[uIndex];
                        face.Vertex1.Y = (sourceArray.FloatArray.Values[vIndex] - 1) * -1;

                        uIndex         = (vertex2Index * sourceArrayStride);
                        vIndex         = (vertex2Index * sourceArrayStride) + 1;
                        face.Vertex2.X = sourceArray.FloatArray.Values[uIndex];
                        face.Vertex2.Y = (sourceArray.FloatArray.Values[vIndex] - 1) * -1;

                        lightmap.Faces.Add(face);
                    }
                }

                lightmapMeshes.Add(lightmap);
            }

            return(lightmapMeshes);
        }