/// <summary> /// Called by the <see cref="DeferredRenderSystem"/> when this <see cref="SimulatedPostProcess"/> component needs render itself. /// </summary> /// <param name="gameTime">Time passed since the last call to Draw.</param> /// <param name="renderSystem"><see cref="DeferredRenderSystem"/> to render with.</param> public void Draw(GameTime gameTime, DeferredRenderSystem renderSystem) { if (this.GetWorldDrawBounds().Intersects(renderSystem.GetCameraRenderBounds())) { this.Render(gameTime, renderSystem); } }