private void RenderScene(Matrix viewMatrix, Matrix projectionMatrix)
        {
            //draw coord translated coord cross
            basicEffect.World          = Matrix.CreateTranslation(2, 5, 6);
            basicEffect.View           = viewMatrix;
            basicEffect.Projection     = projectionMatrix;
            basicEffect.TextureEnabled = false;
            basicEffect.Begin();
            foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
            {
                pass.Begin();
                cCross.DrawUsingPresetEffect();
                pass.End();
            }
            basicEffect.End();

            //draw model in front of mirror
            Matrix worldMatrix = Matrix.CreateScale(0.05f) * Matrix.CreateRotationY(MathHelper.Pi) * Matrix.CreateTranslation(0, 0, 5);

            myModel.CopyAbsoluteBoneTransformsTo(modelTransforms);
            foreach (ModelMesh mesh in myModel.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.EnableDefaultLighting();
                    effect.World      = modelTransforms[mesh.ParentBone.Index] * worldMatrix;
                    effect.View       = viewMatrix;
                    effect.Projection = projectionMatrix;
                }
                mesh.Draw();
            }

            //draw model behind mirror (this model should not be seen in the mirror!)
            worldMatrix = Matrix.CreateScale(0.05f) * Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateTranslation(0, 2, -10);
            myModel.CopyAbsoluteBoneTransformsTo(modelTransforms);
            foreach (ModelMesh mesh in myModel.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.EnableDefaultLighting();
                    effect.World      = modelTransforms[mesh.ParentBone.Index] * worldMatrix;
                    effect.View       = viewMatrix;
                    effect.Projection = projectionMatrix;
                }
                mesh.Draw();
            }
        }
        protected override void Draw(GameTime gameTime)
        {
            device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.CornflowerBlue, 1, 0);

            basicEffect.World      = Matrix.Identity;
            basicEffect.View       = viewMatrix;
            basicEffect.Projection = projectionMatrix;
            basicEffect.Begin();
            foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
            {
                pass.Begin();
                cCross.DrawUsingPresetEffect();
                pass.End();
            }
            basicEffect.End();

            base.Draw(gameTime);
        }