public void renderGeometry(Geometry geom) {
        
        if (renderFilter != null && !renderFilter.test(geom)) {
            return;
        }
        
        LightList lightList = geom.getWorldLightList();
        if (lightFilter != null) {
            filteredLightList.clear();
            lightFilter.filterLights(geom, filteredLightList);
            lightList = filteredLightList;
        }
        
        renderGeometry(geom, lightList);
        
    }
Renders the given geometry.

<p>First the proper world matrix is set, if
the geometry's {@link Geometry#setIgnoreTransform(boolean) ignore transform}
feature is enabled, the identity world matrix is used, otherwise, the
geometry's {@link Geometry#getWorldMatrix() world transform matrix} is used.

<p>Once the world matrix is applied, the proper material is chosen for rendering.
If a {@link #setForcedMaterial(com.jme3.material.Material) forced material} is
set on this RenderManager, then it is used for rendering the geometry,
otherwise, the {@link Geometry#getMaterial() geometry's material} is used.

<p>If a {@link #setForcedTechnique(java.lang.String) forced technique} is
set on this RenderManager, then it is selected automatically
on the geometry's material and is used for rendering. Otherwise, one
of the {@link com.jme3.material.MaterialDef#getTechniqueDefsNames() default techniques} is
used.

<p>If a {@link #setForcedRenderState(com.jme3.material.RenderState) forced
render state} is set on this RenderManager, then it is used
for rendering the material, and the material's own render state is ignored.
Otherwise, the material's render state is used as intended.

@param geom The geometry to render

@see Technique
@see RenderState
@see com.jme3.material.Material#selectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
@see com.jme3.material.Material#render(com.jme3.scene.Geometry, com.jme3.renderer.RenderManager)
jme3-core/src/main/java/com/jme3/renderer/RenderManager.java