public void Draw() { for (int i = 0; i < buffers.Count; i++) { buffers[i].Draw(); } if (DrawBackup) { backup.Draw(); } }
public void Draw() { // Set up the effect parameters. BlockGame.effect.Parameters["worldViewProjectionMatrix"].SetValue(BlockGame.WorldViewProjection); // Apply the effect. BlockGame.effect.CurrentTechnique.Passes[0].Apply(); for (int i = 0; i < buffers.Count; i++) { //if (buffers[i].bindings == null || buffers[i].Updating ) continue; buffers[i].Draw(); } if (DrawBackup) { backup.Draw(); } }