public override void Draw(SpriteBatch spriteBatch, Rectangle? visibleRectangle = null, Color? backgroundColor = null)
        {
            if(!IsVisible)
                return;

            if (_renderTarget == null)
            {
                // create and render the entire map to a single render target.
                // this gives the best frame rate performance at the cost of memory.
                // ideally, we'd like to have a couple of different draw strategies for different situations.
                _renderTarget = new RenderTarget2D(_renderTargetSpriteBatch.GraphicsDevice, _map.WidthInPixels, _map.WidthInPixels);

                using (_renderTarget.BeginDraw(_renderTargetSpriteBatch.GraphicsDevice, backgroundColor ?? Color.Transparent))
                {
                    //var vr = visibleRectangle ?? new Rectangle(0, 0, _map.WidthInPixels, _map.HeightInPixels);
                    var vr = new Rectangle(0, 0, _map.WidthInPixels, _map.HeightInPixels);
                    var renderOrderFunction = GetRenderOrderFunction();
                    var tileLocationFunction = GetTileLocationFunction();
                    var firstCol = vr.Left < 0 ? 0 : (int) Math.Floor(vr.Left/(float) _map.TileWidth);
                    var firstRow = vr.Top < 0 ? 0 : (int) Math.Floor(vr.Top/(float) _map.TileHeight);

                    // +3 to cover any gaps
                    var columns = Math.Min(_map.Width, vr.Width/_map.TileWidth) + 3;
                    var rows = Math.Min(_map.Height, vr.Height/_map.TileHeight) + 3;

                    _renderTargetSpriteBatch.Begin(blendState: BlendState.AlphaBlend, samplerState: SamplerState.PointClamp);

                    foreach (var tile in renderOrderFunction(firstCol, firstRow, firstCol + columns, firstRow + rows))
                    {
                        var region = tile != null ? _map.GetTileRegion(tile.Id) : null;

                        if (region != null)
                        {
                            var point = tileLocationFunction(tile);
                            var destinationRectangle = new Rectangle(point.X, point.Y, region.Width, region.Height);
                            _renderTargetSpriteBatch.Draw(region, destinationRectangle, Color.White*Opacity);
                        }
                    }

                    _renderTargetSpriteBatch.End();
                }
            }

            spriteBatch.Draw(_renderTarget, Vector2.Zero, Color.White);
        }