/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { Debug.WriteLine("Game.Draw()"); bloom.BeginDraw(); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.get_transformation(GraphicsDevice)); SamplerState sState = new SamplerState { Filter = TextureFilter.Point }; GraphicsDevice.SamplerStates[0] = sState; spriteBatchHUD.Begin(); GameManager.Draw(spriteBatch, spriteBatchHUD); spriteBatch.End(); spriteBatchHUD.End(); bloom.EndDraw(); base.Draw(gameTime); }