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Models which make up the definition of a discrete 3D object are made up of potentially multiple parts. This is because different parts of the mesh may use different materials or use different vertex formats, such that a rendering state change is required between them.
Like the Mesh class, instatiations of 3D objects in the scene share the SubMesh instances, and have the option of overriding their material differences on a per-object basis if required. See the SubEntity class for more information.