protected override void Render(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); GraphicsDevice.Indices = _indices; GraphicsDevice.SetVertexBuffer(_vertices); _effect.Parameters["WorldViewProjection"].SetValue(Matrix.Identity); foreach (EffectPass pass in _effect.Passes) { pass.Apply(); GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleStrip, 0, _indices.ElementCount, 0, 1); } }
protected override void Update(GameTime gameTime) { }