internal unsafe void RecordCommands(MyRenderableProxy proxy, IVertexBuffer stream, int voxelMatId)
        {
            if (stream == null)
            {
                return;
            }

            var foliageType = MyVoxelMaterials1.Table[voxelMatId].FoliageType;

            MyMapping mapping = MyMapping.MapDiscard(RC, proxy.ObjectBuffer);

            mapping.WriteAndPosition(ref proxy.NonVoxelObjectData);
            mapping.WriteAndPosition(ref proxy.CommonObjectData);
            mapping.Unmap();

            RC.AllShaderStages.SetConstantBuffer(MyCommon.OBJECT_SLOT, proxy.ObjectBuffer);

            RC.GeometryShader.Set(m_GS[foliageType]);
            RC.PixelShader.Set(m_PS[foliageType]);

            if (MyVoxelMaterials1.Table[voxelMatId].FoliageColorTextureArray != null)
            {
                RC.AllShaderStages.SetSrv(0, MyVoxelMaterials1.Table[voxelMatId].FoliageColorTextureArray);
                RC.AllShaderStages.SetSrv(1, MyVoxelMaterials1.Table[voxelMatId].FoliageNormalTextureArray);
            }
            else
            {
                MyFileTextureManager texManager = MyManagers.FileTextures;
                RC.AllShaderStages.SetSrv(0, texManager.GetTexture(MyVoxelMaterials1.Table[voxelMatId].FoliageArray_Texture, MyFileTextureEnum.COLOR_METAL, true));
                RC.AllShaderStages.SetSrv(1, texManager.GetTexture(MyVoxelMaterials1.Table[voxelMatId].FoliageArray_NormalTexture, MyFileTextureEnum.NORMALMAP_GLOSS, true));
            }

            RC.SetVertexBuffer(0, stream);
            RC.DrawAuto();
        }