/// <summary>
        /// Create terrain at <paramref name="position"/>
        /// </summary>
        /// <param name="position"></param>
        /// <param name="textures"></param>
        /// <param name="device"></param>
        /// <param name="scale"></param>
        /// <param name="Content"></param>
        /// <param name="camera"></param>
        public QuadTree(Vector3 position, List<Texture2D> textures, GraphicsDevice device, int scale, ContentManager Content, GameCamera.FreeCamera camera)
        {
            shadow = new LightsAndShadows.Shadow();
            light = new LightsAndShadows.Light(0.7f, 0.4f, new Vector3(513, 100, 513));

            ViewFrustrum = new BoundingFrustum(camera.View * camera.Projection);
             //  Model model = Content.Load<Model>("Models/stone2");
              //  this.model = new LoadModel(model, Vector3.One, Vector3.Up, new Vector3(1), device);
            this.textures = textures;
            effect = Content.Load<Effect>("Effects/MultiTextured");
            effect2 = Content.Load<Effect>("Effects/Shadows");
            Device = device;

            _position = position;
            _topNodeSize = textures[4].Width - 1;

            _vertices = new MapRender(textures[4],scale);
            _buffers = new BufferManager(_vertices.Vertices, device);
            _rootNode = new QuadNode(NodeType.FullNode, _topNodeSize, 1, null, this, 0);

            //Construct an array large enough to hold all of the indices we'll need.
            Indices = _vertices.indices;

            envBilbList.Add(new EnvBilb(textures[6], textures[5], device, Content, scale));
             foreach (EnvBilb pass in envBilbList)
            {
                pass.GenerateObjPositions(_vertices.Vertices, _vertices.TerrainWidth, _vertices.TerrainLength, _vertices.heightData);
                pass.CreateBillboardVerticesFromList();
            }

            /*
            envModelList.Add(new EnvModel(textures[6], model, device, Content, scale));

               foreach (EnvModel pass1 in envModelList)
            {
                pass1.GenerateObjPositions(_vertices.Vertices, _vertices.TerrainWidth, _vertices.TerrainLength, _vertices.heightData);
                pass1.CreateModelFromList();
            }
             * */

               effect.Parameters["xTexture0"].SetValue(textures[1]);
               effect.Parameters["xTexture1"].SetValue(textures[0]);
               effect.Parameters["xTexture2"].SetValue(textures[2]);
               effect.Parameters["xTexture3"].SetValue(textures[3]);
               effect.Parameters["xTexture5"].SetValue(textures[7]);
               Matrix worldMatrix = Matrix.Identity;
               effect.Parameters["xWorld"].SetValue(worldMatrix);
               effect.Parameters["xEnableLighting"].SetValue(true);
               effect.Parameters["xAmbient"].SetValue(light.Ambient);
               effect.Parameters["xLightPower"].SetValue(light.LightPower);

               effect.Parameters["Ground"].SetValue(textures[7]);
               effect.Parameters["GroundText0"].SetValue(textures[8]);
               effect.Parameters["GroundText1"].SetValue(textures[9]);
               effect.Parameters["GroundText2"].SetValue(textures[10]);

               _rootNode.EnforceMinimumDepth();
        }
        /// <summary>
        /// Create terrain at <paramref name="position"/>
        /// </summary>
        /// <param name="position"></param>
        /// <param name="textures"></param>
        /// <param name="device"></param>
        /// <param name="scale"></param>
        /// <param name="Content"></param>
        /// <param name="camera"></param>
        public QuadTree(Vector2 position, List<Texture2D> textures, GraphicsDevice device, int scale, ContentManager Content, GameCamera.FreeCamera camera)
        {
            light = new LightsAndShadows.Light(0.7f, 0.4f, new Vector3(513, 100, 513));

            ViewFrustrum = new BoundingFrustum(camera.View * camera.Projection);
            this.textures = textures;
            effect = Content.Load<Effect>("Effects/MultiTextured");

            Device = device;

            _topNodeSize = textures[15].Width - 1;

            _vertices = new MapRender(textures[15], scale, position);
            _buffers = new BufferManager(_vertices.Vertices, device);
            _rootNode = new QuadNode(NodeType.FullNode, _topNodeSize, 1, null, this, 0);

            //Construct an array large enough to hold all of the indices we'll need.
            Indices = _vertices.indices;

            envBilbList.Add(new EnvBilb(textures[19], textures[20], device, Content, scale));
            envBilbList.Add(new EnvBilb(textures[17], textures[18], device, Content, scale));

            foreach (EnvBilb pass in envBilbList)
            {
                pass.GenerateObjPositions(_vertices.TerrainLength2, _vertices.TerrainWidth2, _vertices.heightDataToControl);
                pass.CreateBillboardVerticesFromList();
            }

            Matrix worldMatrix = Matrix.Identity;
            effect.Parameters["xWorld"].SetValue(worldMatrix);
            effect.Parameters["xEnableLighting"].SetValue(true);
            effect.Parameters["xAmbient"].SetValue(light.Ambient);
            effect.Parameters["xLightPower"].SetValue(light.LightPower);
            #region tekstury Alphy
            effect.Parameters["xTexture0"].SetValue(textures[0]);
            effect.Parameters["xTexture1"].SetValue(textures[1]);
            effect.Parameters["xTexture2"].SetValue(textures[2]);
            effect.Parameters["xTexture3"].SetValue(textures[3]);
            effect.Parameters["xTexture4"].SetValue(textures[4]);
            effect.Parameters["xTexture5"].SetValue(textures[5]);
            effect.Parameters["xTexture6"].SetValue(textures[6]);
            #endregion
            #region Tekstury Terenu
            effect.Parameters["xTexture7"].SetValue(textures[7]);
            effect.Parameters["xTexture8"].SetValue(textures[8]);
            effect.Parameters["xTexture9"].SetValue(textures[9]);
            effect.Parameters["xTexture10"].SetValue(textures[10]);
            effect.Parameters["xTexture11"].SetValue(textures[11]);

            effect.Parameters["xTexture12"].SetValue(textures[12]);
            effect.Parameters["xTexture13"].SetValue(textures[13]);
            effect.Parameters["xTexture14"].SetValue(textures[14]);
            #endregion
            #region Proj
            //  effect.Parameters["xTexture14"].SetValue(textures[26]);
            #endregion
            MinimumDepth = 9;
            _rootNode.EnforceMinimumDepth();
            MinimumDepth = 7;
            QuadNodeController.ustawione = true;
            _rootNode.EnforceMinimumDepth();
        }