public override void Render()
 {
     base.Render();
     if (ongrid)
     {
         var position  = CluwneLib.ScreenToWorld(new Vector2i(0, 0)); //Find world coordinates closest to screen origin
         var gridstart = CluwneLib.WorldToScreen(new Vector2(         //Find snap grid closest to screen origin and convert back to screen coords
                                                     (float)Math.Round((position.X / snapsize), MidpointRounding.AwayFromZero) * snapsize,
                                                     (float)Math.Round((position.Y / snapsize), MidpointRounding.AwayFromZero) * snapsize));
         for (float a = gridstart.X; a < CluwneLib.Window.Viewport.Size.X; a += snapsize * 32) //Iterate through screen creating gridlines
         {
             CluwneLib.drawLine(a, 0, CluwneLib.Window.Viewport.Size.Y, 90, 0.5f, Color4.Blue);
         }
         for (float a = gridstart.Y; a < CluwneLib.Window.Viewport.Size.Y; a += snapsize * 32)
         {
             CluwneLib.drawLine(0, a, CluwneLib.Window.Viewport.Size.X, 0, 0.5f, Color4.Blue);
         }
     }
 }