public void DrawWorldLayers()
 {
     if (this.asynchronousRegenerationActive)
     {
         Log.Error("Called DrawWorldLayers() but already regenerating. This shouldn't ever happen because LongEventHandler should have stopped us.", false);
         return;
     }
     if (this.ShouldRegenerateDirtyLayersInLongEvent)
     {
         this.asynchronousRegenerationActive = true;
         LongEventHandler.QueueLongEvent(this.RegenerateDirtyLayersNow_Async(), "GeneratingPlanet", null);
         return;
     }
     WorldRendererUtility.UpdateWorldShadersParams();
     for (int i = 0; i < this.layers.Count; i++)
     {
         try
         {
             this.layers[i].Render();
         }
         catch (Exception arg)
         {
             Log.Error("Error drawing WorldLayer: " + arg, false);
         }
     }
 }