}         // RenderOnScreenRelative4To3(relX, relY, pixelRect)

        /// <summary>
        /// Render on screen relative for 1600px width graphics.
        /// </summary>
        /// <param name="relX">Rel x</param>
        /// <param name="relY">Rel y</param>
        /// <param name="pixelRect">Pixel rectangle</param>
        public void RenderOnScreenRelative1600(
            int relX, int relY, Rectangle pixelRect)
        {
            SpriteHelper.AddSpriteToRender(this,
                                           BaseGame.CalcRectangle1600(
                                               relX, relY, pixelRect.Width, pixelRect.Height),
                                           pixelRect);
        }         // RenderOnScreenRelative1600(relX, relY, pixelRect)
        }         // RenderOnScreenWithRotation(rocketPos, widthAndHeightDiv2, rotation)

        /// <summary>
        /// Render on screen with rotation
        /// </summary>
        /// <param name="rocketPos">Rocket position</param>
        /// <param name="widthAndHeightDiv2">Width and height div 2</param>
        /// <param name="rotation">Rotation</param>
        /// <param name="pixelRect">Pixel rectangle</param>
        public void RenderOnScreenWithRotation(
            Point pos, int widthAndHeightDiv2, float rotation,
            Rectangle pixelRect, Color col)
        {
            SpriteHelper.AddSpriteToRender(this,
                                           new Rectangle(pos.X - widthAndHeightDiv2, pos.Y - widthAndHeightDiv2,
                                                         widthAndHeightDiv2 * 2, widthAndHeightDiv2 * 2),
                                           pixelRect, rotation,
                                           new Vector2(pos.X, pos.Y),
                                           col);
        }         // RenderOnScreenWithRotation(rocketPos, widthAndHeightDiv2, rotation)
        }         // RenderOnScreen(rect, pixelRect, color)

        #endregion

        #region Rendering on screen with rotation
        /// <summary>
        /// Render on screen with rotation
        /// </summary>
        /// <param name="pos">Position</param>
        /// <param name="pixelRect">Pixel rectangle</param>
        /// <param name="rotation">Rotation</param>
        public void RenderOnScreenWithRotation(
            Rectangle rect, Rectangle pixelRect,
            float rotation, Vector2 rotationPoint)
        {
            //Rectangle rect =
            //	new Rectangle(pos.X, pos.Y, pixelRect.Width, pixelRect.Height);
            SpriteHelper.AddSpriteToRender(this,
                                           rect, pixelRect, rotation,
                  //new Vector2(rect.X + rect.Width / 2, rect.Y + rect.Height / 2));
                                           rotationPoint);
        }         // RenderOnScreenWithRotation(pos, pixelRect, rotation)
        }         // RenderOnScreen(rect, pixelRect, color)

        /// <summary>
        /// Render on screen
        /// </summary>
        /// <param name="rect">Rectangle</param>
        /// <param name="pixelRect">Pixel rectangle</param>
        /// <param name="color">Color</param>
        /// <param name="blendMode">Blend mode</param>
        public void RenderOnScreen(Rectangle rect, Rectangle pixelRect,
                                   Color color, SpriteBlendMode blendMode)
        {
            SpriteHelper.AddSpriteToRender(this, rect, pixelRect, color, blendMode);
        }         // RenderOnScreen(rect, pixelRect, color)
        }         // RenderOnScreen(rect, pixelRect, color)

        /// <summary>
        /// Render texture at rect directly on screen using texture cordinates.
        /// This method allows to render with specific color and alpha values.
        /// </summary>
        /// <param name="rect">Rectangle</param>
        /// <param name="pixelRect">Pixel rectangle</param>
        /// <param name="color">Color</param>
        public void RenderOnScreen(Rectangle rect, Rectangle pixelRect,
                                   Color color, float alphaValue)
        {
            SpriteHelper.AddSpriteToRender(this, rect, pixelRect,
                                           ColorHelper.ApplyAlphaToColor(color, alphaValue));
        }         // RenderOnScreen(rect, pixelRect, color)
        }         // RenderOnScreen(pos)

        /// <summary>
        /// Render on screen
        /// </summary>
        /// <param name="renderRect">Render rectangle</param>
        public void RenderOnScreen(Rectangle renderRect)
        {
            SpriteHelper.AddSpriteToRender(this,
                                           renderRect, GfxRectangle);
        }         // RenderOnScreen(renderRect)
        }         // RenderOnScreen(rect, pixelX, pixelY)

        /// <summary>
        /// Render on screen
        /// </summary>
        /// <param name="pos">Position</param>
        public void RenderOnScreen(Point pos)
        {
            SpriteHelper.AddSpriteToRender(this,
                                           new Rectangle(pos.X, pos.Y, texWidth, texHeight),
                                           new Rectangle(0, 0, texWidth, texHeight));
        }         // RenderOnScreen(pos)
        }         // RenderOnScreen(rect, pixelRect)

        /// <summary>
        /// Render on screen
        /// </summary>
        /// <param name="rect">Rectangle</param>
        /// <param name="pixelX">Pixel x</param>
        /// <param name="pixelY">Pixel y</param>
        /// <param name="pixelWidth">Pixel width</param>
        /// <param name="pixelHeight">Pixel height</param>
        public void RenderOnScreen(Rectangle rect,
                                   int pixelX, int pixelY, int pixelWidth, int pixelHeight)
        {
            SpriteHelper.AddSpriteToRender(this, rect,
                                           new Rectangle(pixelX, pixelY, pixelWidth, pixelHeight));
        }         // RenderOnScreen(rect, pixelX, pixelY)
        }         // Load()

        #endregion

        #region Render on screen
        /// <summary>
        /// Render texture at rect directly on screen using pixelRect.
        /// </summary>
        /// <param name="rect">Rectangle</param>
        /// <param name="pixelRect">Pixel rectangle</param>
        public void RenderOnScreen(Rectangle rect, Rectangle pixelRect)
        {
            SpriteHelper.AddSpriteToRender(this, rect, pixelRect);
        }         // RenderOnScreen(rect, pixelRect)