public void DrawGround(Vector3 lookat, Vector3 cameraPosition, DrawThings display, Camera camera) { GraphicsDevice graphicsDevice = Tools.Quick.device; graphicsDevice.RasterizerState = new RasterizerState() { CullMode = CullMode.CullClockwiseFace, FillMode = FillMode.Solid }; graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; effect.CurrentTechnique = effect.Techniques["MultiTextured"]; //effect.CurrentTechnique = effect.Techniques["Textured"]; effect.Parameters["xView"].SetValue(camera.getview()); effect.Parameters["xProjection"].SetValue(camera.GetProjection()); effect.Parameters["xWorld"].SetValue(Matrix.CreateTranslation(new Vector3(xPos, 0, yPos))); //effect.Parameters["xEnableLighting"].SetValue(false); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); graphicsDevice.SetVertexBuffer(vertices); graphicsDevice.Indices = LODIndices[1]; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, LODIndices[1].IndexCount, 0, LODIndices[1].IndexCount / 3); } }