public void Update(float deltaT) { if (Shader == null || _Mesh == null) { return; } if (!_Mesh.IsLoaded) { return; } _Mesh.Update(); Camera.Update(); Camera.AspectRatio = (float)_renderControl.ActualWidth / (float)_renderControl.ActualHeight; //Camera.TargetPosition = _Mesh.Position; Shader.SetWorld(_Mesh.World); Shader.SetWorldViewProjection(_Mesh.World * Camera.View * Camera.Projection); if (!_Mesh.Animated) { return; } var skinnedShader = Shader as PosColorNormSkinnedEffect; skinnedShader.SetBoneTransforms(_Mesh.Animator.Transforms); _Mesh.Animator.Animate(); }