public SpriteBatch(Device d, ContentManager c) { Device = d; cubeVert = new VertexBuffer(Device, 4 * 28, Usage.WriteOnly, VertexFormat.None, Pool.Managed); cubeVert.Lock(0, 0, LockFlags.None).WriteRange(new[] { new VertexPositionTextureColor() { Color = Color.White.ToArgb(), Position = new Vector4f(0, 0, 0.0f, 1.0f), TexCoord = new Vector2f(0.0f, 1.0f) }, new VertexPositionTextureColor() { Color = Color.White.ToArgb(), Position = new Vector4f(0, 1, 0.0f, 1.0f), TexCoord = new Vector2f(0.0f, 0.0f) }, new VertexPositionTextureColor() { Color = Color.White.ToArgb(), Position = new Vector4f(1, 0, 0.0f, 1.0f), TexCoord = new Vector2f(1.0f, 1.0f) }, new VertexPositionTextureColor() { Color = Color.White.ToArgb(), Position = new Vector4f(1, 1, 0.0f, 1.0f), TexCoord = new Vector2f(1.0f, 0.0f) } }); cubeVert.Unlock(); var cubeElems = new[] { new VertexElement(0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement(0, 16, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0), new VertexElement(0, 24, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }; cubeDecl = new VertexDeclaration(Device, cubeElems); renderEffect = c.LoadString<Content.Effect>("float4 c;Texture b;sampler s=sampler_state{texture=<b>;magfilter=LINEAR;minfilter=LINEAR;mipfilter=LINEAR;AddressU=wrap;AddressV=wrap;};float4 f(float2 t:TEXCOORD0):COLOR{return tex2D(s, t) * c;}technique t{pass p{PixelShader = compile ps_2_0 f();}}"); }