func (gm *GeoMipMap) Render(dev g3.GraphicsDevice, frustum *g3.Frustum) { gm.root.TraverseFrustum(frustum, func(element g3.SpatElement, leaf bool) bool { if leaf { patch := element.GetData().(patch) dev.SetVertices(patch.vertices) dev.SetNormals(patch.normals) lodIndex, distIndex := gm.selectIndexBuffer(frustum, &patch.center, gm.maxLOD) dev.DrawIndexed(gm.lodIndices[lodIndex][distIndex]) } return true }) }