public virtual void Render(MasterRenderer renderer) { RenderableChunks = 0; CulledChunks = 0; foreach (Chunk chunk in Chunks.Values) { if (chunk.State == ChunkState.Renderable && !chunk.IsEmpty && CullingFrustum.Intersects(chunk.BoundingBox)) { RenderableChunks++; chunkRenderer.Batch(chunk); } else { CulledChunks++; } } }