def METHOD_NAME(self, renderer):
    if not self.isVisible():
        return True
    if not self._shader:
        self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "platform.shader"))
        if not self._shader:  # Failed to compile (it already adds a log entry about this then).
            return True  # It'll try to compile every frame, which is bad for performance but it won't crash at least.
        if self._texture:
            self._shader.setTexture(0, self._texture)
        else:
            self._updateTexture()
    if self.getMeshData():
        renderer.queueNode(self, shader = self._shader, transparent = True, backface_cull = True, sort = -10)
        return True