private void RenderVertices(Microsoft.Xna.Framework.Graphics.GraphicsDevice GraphicsDevice, Texture2D texture2D, VertexPositionNormalTexture[] vertices, float alpha = 1f) { Effect.Texture = null; Effect.Texture = texture2D; if (alpha < 1f) { Effect.GraphicsDevice.BlendState = BlendState.Additive; } Effect.Alpha = alpha; foreach (EffectPass pass in Effect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserPrimitives <VertexPositionNormalTexture>(PrimitiveType.TriangleList, vertices, 0, 2); } }