if enabled , set the states for this pass and then render . concode_field_sep boolean _enabled concode_elem_sep List<Spatial> _spatials concode_elem_sep RenderContext _context concode_elem_sep long serialVersionUID concode_elem_sep EnumMap<RenderState.StateType,RenderState> _passStates concode_field_sep void updatePass concode_elem_sep void add concode_elem_sep void setPassState concode_elem_sep void clearPassStates concode_elem_sep boolean remove concode_elem_sep void setEnabled concode_elem_sep boolean contains concode_elem_sep int size concode_elem_sep void cleanUp concode_elem_sep void clearPassState concode_elem_sep Spatial get concode_elem_sep boolean isEnabled concode_elem_sep void doRender concode_elem_sep void doRender concode_elem_sep void doUpdate
void function ( final TextureRenderer arg0 , final int arg1 , final List < Texture > arg2 ) { if ( ! _enabled ) { return ; } _context = ContextManager . getCurrentContext ( ) ; _context . pushEnforcedStates ( ) ; _context . enforceStates ( _passStates ) ; doRender ( arg0 , arg1 , arg2 ) ; _context . popEnforcedStates ( ) ; _context = null ; }