public override void Present() { GraphicsDevice.Begin(); // If we made a fake render target to avoid OpenGL limitations on window-provided back buffer, let's copy the rendering result to it if (backBuffer != GraphicsDevice.windowProvidedRenderTexture) { GraphicsDevice.CopyScaler2D(backBuffer, GraphicsDevice.windowProvidedRenderTexture, new Rectangle(0, 0, backBuffer.Width, backBuffer.Height), new Rectangle(0, 0, GraphicsDevice.windowProvidedRenderTexture.Width, GraphicsDevice.windowProvidedRenderTexture.Height), true); } gameWindow.SwapBuffers(); GraphicsDevice.End(); }