public void Draw(Texture2D texture, ref Matrix transform, FloatRect? sourceRectangle = null, Color? color=null, Vector3? normal = null) { Vertex3CTN vtx; vtx.Color = color ?? Color.White; vtx.Normal = normal ?? Vector3.Forward; FloatRect texRect = sourceRectangle ?? new FloatRect(texture.Bounds); Vector2 texCoordLT = texture.GetUV(texRect.Left, texRect.Top); Vector2 texCoordBR = texture.GetUV(texRect.Right, texRect.Bottom); vtx.Position = Vector3.Zero; vtx.TextureCoords = texCoordLT; _quadVertices[0] = vtx; vtx.Position = new Vector3(0, texRect.Height, 0); vtx.TextureCoords = new Vector2(texCoordLT.X, texCoordBR.Y); _quadVertices[1] = vtx; vtx.Position = new Vector3(texRect.Width, 0, 0); vtx.TextureCoords = new Vector2(texCoordBR.X, texCoordLT.Y); _quadVertices[2] = vtx; vtx.Position = new Vector3(texRect.Width, texRect.Height, 0); vtx.TextureCoords = texCoordBR; _quadVertices[3] = vtx; DrawVertices(texture, _quadVertices, _quadIndices, ref transform); }