public void Render(View view)
        {
            Game1.graphics.GraphicsDevice.BlendState = BlendState.AlphaBlend;
            Game1.graphics.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            Game1.graphics.GraphicsDevice.SamplerStates[0] = SamplerState.LinearClamp;
            Game1.graphics.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;

            foreach (GameObject3D gameObject in view.GameObject3DList)
            {
                Matrix World = gameObject.GetWorldMatrix();

                foreach (ModelMesh mesh in gameObject.Model.Meshes)
                {
                    foreach (BasicEffect effect in mesh.Effects)
                    {
                        effect.TextureEnabled = true;
                        effect.Texture = gameObject.Texture;
                        effect.Projection = view.GetProjectionMatrix();
                        effect.World = World;
                        effect.View = view.Camera.GetView();
                        effect.LightingEnabled = true;
                        effect.DirectionalLight0.DiffuseColor = new Vector3(1, 1, 1);
                        effect.AmbientLightColor = new Vector3(lightIntensity, lightIntensity, lightIntensity);
                        effect.DirectionalLight0.Direction = new Vector3(0, 0, 0);
                        effect.DirectionalLight0.SpecularColor = new Vector3(0, 0, 0);
                        effect.FogEnabled = true;
                        Game1.graphics.GraphicsDevice.SamplerStates[0] = SamplerState.LinearClamp;
                    }

                    mesh.Draw();
                }
            }
        }
        public void Render(View view, Effect effect)
        {
            Game1.graphics.GraphicsDevice.BlendState = BlendState.AlphaBlend;
            Game1.graphics.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            Game1.graphics.GraphicsDevice.SamplerStates[0] = SamplerState.LinearClamp;
            Game1.graphics.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;

            effect.CurrentTechnique = effect.Techniques[2];

            foreach (GameObject3D gameObject in view.GameObject3DList)
            {
                Matrix World = gameObject.GetWorldMatrix();
                effect.Parameters["world"].SetValue(World);
                effect.Parameters["view"].SetValue(view.Camera.GetView());
                effect.Parameters["projection"].SetValue(view.GetProjectionMatrix());
                foreach (ModelMesh mesh in gameObject.Model.Meshes)
                {
                    int passCount = effect.CurrentTechnique.Passes.Count;
                    for (int i = 0; i < passCount; i++)
                    {
                        // EffectPass.Apply will update the device to
                        // begin using the state information defined in the current pass
                        effect.CurrentTechnique.Passes[i].Apply();

                        foreach (ModelMeshPart meshPart in mesh.MeshParts)
                        {
                            meshPart.Effect = effect;
                            effect.Parameters["ambientLightColor"].SetValue(new Vector4(lightIntensity, lightIntensity, lightIntensity, lightIntensity));
                            effect.Parameters["diffuseLightColor"].SetValue(Color.White.ToVector4());
                            effect.Parameters["specularLightColor"].SetValue(Color.White.ToVector4());
                            effect.Parameters["ModelTexture"].SetValue(gameObject.Texture);
                        }
                        mesh.Draw();
                    }
                }
            }
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            ModelLib.LoadContent(Content, "Models");
            TexLib.LoadContent(Content, "Models\\Textures");

            soundPlayer.InitSoundLibrary(Content);

            //view = new View(this.Window.ClientBounds.Width, this.Window.ClientBounds.Height);
            view = new MazeObjects.Maze();
            //view.Add(new GameObjects.GameObject3D(ModelLib.Get("Ball"), TexLib.Get("EyeTex")));
            // TODO: use this.Content to load your game content here

            effect = Content.Load<Effect>("Shaders\\PerPixelLighting");

            // cache the effect parameters
            cameraPositionParameter = effect.Parameters["cameraPosition"];
            specularPowerParameter = effect.Parameters["specularPower"];
            specularIntensityParameter = effect.Parameters["specularIntensity"];
            cameraPositionParameter = effect.Parameters["cameraPosition"];

            //
            // set up some basic effect parameters that do not change during the
            // course of execution
            //

            // set the light colors
            effect.Parameters["ambientLightColor"].SetValue(new Vector4(255, 255, 255, 0));
            effect.Parameters["diffuseLightColor"].SetValue(Color.Red.ToVector4());
            effect.Parameters["specularLightColor"].SetValue(Color.White.ToVector4());

            // Set the light position to a fixed location.
            // This will place the light source behind, to the right, and above the
            // initial camera position.
            effect.Parameters["lightPosition"].SetValue(
                new Vector3(0f, 1f, 0f));
            effect.Parameters["lightRotation"].SetValue(view.Camera.rotationMatrix);

            effect.Parameters["FullStrengthDistance"].SetValue(0.5f);
            effect.Parameters["MaxDistance"].SetValue(1);

            colChecker = new CollisionChecker(view.GameObject3DList);
            colChecker.CreateBoxes();

            stepCounter = 0;

            soundPlayer.LoopMusic("BG1");
        }