/// <summary>
        /// The render method is called every frame and updates the propellers
        /// </summary>
        /// <param name="renderMode"></param>
        /// <param name="transforms"></param>
        /// <param name="currentCamera"></param>
        public override void Render(VisualEntity.RenderMode renderMode, MatrixTransforms transforms, CameraEntity currentCamera)
        {
            // Render the propeller updates
            foreach (PropellerEntity propellerEntity in propellerEntities)
            {
                propellerEntity.Render(renderMode, transforms, currentCamera);
            }

            // Render this entity
            base.Render(renderMode, transforms, currentCamera);
        }
 /// <summary>
 /// The render method gets called every frame iteration to render the new frame
 /// </summary>
 /// <param name="renderMode">The current render mode</param>
 /// <param name="transforms">The matrix transformations to be applied</param>
 /// <param name="currentCamera">The curren camera</param>
 public override void Render(VisualEntity.RenderMode renderMode, MatrixTransforms transforms, CameraEntity currentCamera)
 {
     // Render the propeller shape
     RenderShape(renderMode, transforms, propellerShapeProperties, Meshes[0]);
 }