protected virtual List <TgcMesh> MeshesToRender() { // FRUSTUM CULLING return(Meshes.FindAll(mesh => { TgcCollisionUtils.FrustumResult collisionResult = TgcCollisionUtils.classifyFrustumAABB(GameInstance.Frustum, mesh.BoundingBox); return collisionResult != TgcCollisionUtils.FrustumResult.OUTSIDE; })); }