private SModelMesh convertToMyMesh(GraphicsDevice device, SRenderInfoMesh renderMess)
        {
            SModelMesh result = new SModelMesh();

            result.vertexBuffer = new VertexBuffer(device, _vertexSizeInBytes, BufferUsage.WriteOnly);
            result.vertexBuffer.SetData(renderMess.vertex_info);
            result.texture = _coreModel.getTexture(renderMess.texture_name);
            result.numPrimitives = renderMess.vertex_info.Length / 3;

            return result;
        }
        public void Update(GraphicsDevice device, GameTime gameTime)
        {
            _coreModel.UpdateModel(device, gameTime);

            _meshes = new List<SModelMesh>();

            SModelMesh mesh = new SModelMesh();
            mesh.vertexBuffer = _coreModel.vertexBuffer;
            mesh.texture = _coreModel.GetTexture();
            mesh.numPrimitives = _coreModel.GetNumTriangles();
            _meshes.Add(mesh);
        }