private void DrawSolidColorMesh(GLFrameworkEngine.ShaderProgram shader, BfresMeshAsset mesh) { if (!mesh.IsVisible) { return; } if (mesh.SkinCount > 0) { SetModelMatrix(shader.program, ModelData.Skeleton, mesh.SkinCount > 1); } var worldTransform = ParentRender.Transform.TransformMatrix; var transform = this.ModelData.Skeleton.Bones[mesh.BoneIndex].Transform; shader.SetMatrix4x4("RigidBindTransform", ref transform); shader.SetMatrix4x4("mtxMdl", ref worldTransform); shader.SetInt("SkinCount", mesh.SkinCount); shader.SetInt("UseSkinning", 1); //Draw the mesh mesh.defaultVao.Enable(shader); mesh.defaultVao.Use(); mesh.Draw(); }