/// <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) { int bWidth = graphics.PreferredBackBufferWidth; int bHeight = graphics.PreferredBackBufferHeight; // draw each regiment to its texture if required GameRenderer.UpdateAllRegimentalTextures(abgame, GraphicsDevice, spriteBatch, CounterFont); // Draw the scene to the screen GraphicsDevice.Clear(Color.Blue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); GameRenderer.DrawAllRegiments(abgame, GraphicsDevice, spriteBatch); spriteBatch.End(); base.Draw(gameTime); }