private DeferredMaterial.PerObjectConstantBuffer getPerObjectCB(WorldMeshPart part)
 {
     return(sharedPerObjectCB ?? (sharedPerObjectCB = DeferredMaterial.CreatePerObjectCB(game)));
 }
 /// <summary>
 /// Create GPU buffers necessary for the object
 /// </summary>
 public void CreateBuffers(DX11Game game)
 {
     perObject = DeferredMaterial.CreatePerObjectCB(game);
     perObject.UpdatePerObjectBuffer(game.Device.ImmediateContext, Matrix.Identity);
 }