text: /***************************************************************************
  # Copyright (c) 2015, NVIDIA CORPORATION. All rights reserved.
  #
  # Redistribution and use in source and binary forms, with or without
  # modification, are permitted provided that the following conditions
  # are met:
  #  * Redistributions of source code must retain the above copyright
  #    notice, this list of conditions and the following disclaimer.
  #  * Redistributions in binary form must reproduce the above copyright
  #    notice, this list of conditions and the following disclaimer in the
  #    documentation and/or other materials provided with the distribution.
  #  * Neither the name of NVIDIA CORPORATION nor the names of its
  #    contributors may be used to endorse or promote products derived
  #    from this software without specific prior written permission.
  #
  # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
  # EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
  # IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  # PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
  # CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
  # EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  # PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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  # OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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  # OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  ***************************************************************************/
  #pragma once
  #include "Graphics/Model/Model.h"
  
  namespace Falcor
  {
      class RenderContext;
      class Camera;
  
  	/**
  	* This is deprecated and has performance issues
  	**/
      class ModelRenderer
      {
      public:
          /** Render a model.  Uses frustum culling, if enabled.
              \param[in] pRenderContext The render context
              \param[in] pModel         The model to render
              \param[in] pCamera        The camera to use
              \param[in] frustumCulling Enable/disable per-mesh frustum culling
          */
          static void render(RenderContext* pRenderContext, Model::SharedPtr pModel, Camera* pCamera, bool frustumCulling = true);
  
      private:
      };
  }
  