/// <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();
        }