Renderer.Add

static void Add(Mesh mesh, Material material, Matrix transform)

   
Mesh mesh A valid Mesh you wish to draw.
Material material A Material to apply to the Mesh.
Matrix transform A Matrix that will transform the mesh from Model Space into the current Hierarchy Space.

Adds a mesh to the render queue for this frame! If the Hierarchy has a transform on it, that transform is combined with the Matrix provided here.

static void Add(Mesh mesh, Material material, Matrix transform, Color color)

   
Mesh mesh A valid Mesh you wish to draw.
Material material A Material to apply to the Mesh.
Matrix transform A Matrix that will transform the mesh from Model Space into the current Hierarchy Space.
Color color A per-instance color value to pass into the shader! Normally this gets used like a material tint. If you’re adventurous and don’t need per-instance colors, this is a great spot to pack in extra per-instance data for the shader!

Adds a mesh to the render queue for this frame! If the Hierarchy has a transform on it, that transform is combined with the Matrix provided here.

static void Add(Model model, Matrix transform)

   
Model model A valid Model you wish to draw.
Matrix transform A Matrix that will transform the Model from Model Space into the current Hierarchy Space.

Adds a Model to the render queue for this frame! If the Hierarchy has a transform on it, that transform is combined with the Matrix provided here.

static void Add(Model model, Matrix transform, Color color)

   
Model model A valid Model you wish to draw.
Matrix transform A Matrix that will transform the Model from Model Space into the current Hierarchy Space.
Color color A per-instance color value to pass into the shader! Normally this gets used like a material tint. If you’re adventurous and don’t need per-instance colors, this is a great spot to pack in extra per-instance data for the shader!

Adds a Model to the render queue for this frame! If the Hierarchy has a transform on it, that transform is combined with the Matrix provided here.