public void Draw(SpriteBatch sprite_batch) { var viewMatrix = m_camera.GetTransform(); // World sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, null, null, viewMatrix); m_stagemanager.Draw(sprite_batch); dots.Draw(sprite_batch); sprite_batch.End(); // draw UI sprite_batch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, new RasterizerState { ScissorTestEnable = true }, null, null); ui_manager.DrawUI(sprite_batch); sprite_batch.End(); }