protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit); GL.ClearColor(Color.CornflowerBlue); Spritebatch.Begin(this.Width, this.Height); view.ApplyTranform(); for (int i = -960; i < 960; i += 48) //земля { Spritebatch.Draw(textures[3], new Vector2(i, 0), new Vector2(3f, 3f), Color.Transparent, new Vector2(0, 0)); for (int j = 48; j < 480; j += 48) //земля { Spritebatch.Draw(textures[2], new Vector2(i, j), new Vector2(3f, 3f), Color.Transparent, new Vector2(0, 0)); } } Spritebatch.Draw(textures[0], new Vector2(-96, 0), new Vector2(3f, 3f), Color.Transparent, new Vector2(0, 0)); Spritebatch.Draw(textures[0], new Vector2(240, 0), new Vector2(3f, 3f), Color.Transparent, new Vector2(0, 0)); for (int i = -48; i < 240; i += 48) { for (int j = -144; j < 0; j += 48) { Spritebatch.Draw(textures[1], new Vector2(i, j), new Vector2(3f, 3f), Color.DarkGray, new Vector2(0, 0)); } } Spritebatch.Draw(textures[1], new Vector2(-96, -48), new Vector2(3f, 3f), Color.DarkGray, new Vector2(0, 0)); Spritebatch.Draw(textures[1], new Vector2(-96, -96), new Vector2(3f, 3f), Color.DarkGray, new Vector2(0, 0)); Spritebatch.Draw(textures[1], new Vector2(240, -48), new Vector2(3f, 3f), Color.DarkGray, new Vector2(0, 0)); Spritebatch.Draw(textures[1], new Vector2(240, -96), new Vector2(3f, 3f), Color.DarkGray, new Vector2(0, 0)); for (int i = -48; i < 240; i += 48) { Spritebatch.Draw(textures[1], new Vector2(i, 0), new Vector2(3f, 3f), Color.Transparent, new Vector2(0, 0)); } for (int i = -96; i < 288; i += 48) { Spritebatch.Draw(textures[0], new Vector2(i, -192), new Vector2(3f, 3f), Color.Transparent, new Vector2(0, 0)); } Spritebatch.Draw(textures[0], new Vector2(-96, -144), new Vector2(3f, 3f), Color.Transparent, new Vector2(0, 0)); Spritebatch.Draw(textures[0], new Vector2(240, -144), new Vector2(3f, 3f), Color.Transparent, new Vector2(0, 0)); SwapBuffers(); }