/// <summary> /// Set our envmap as current, render, then restore. /// </summary> public override void Render(Camera camera, ref Matrix rootToWorld, List <List <PartInfo> > listPartsReplacement) { ShaderGlobals.PushEnvMap(RoverGreeter.EnvMap); base.Render(camera, ref rootToWorld, listPartsReplacement); ShaderGlobals.PopEnvMap(); }