public void Draw()
        {
            Matrix worldMatrix = Matrix.Identity;

            _blockWorldEffect.CurrentTechnique = _blockWorldEffect.Techniques["Textured"];
            _blockWorldEffect.Parameters["xWorld"].SetValue(worldMatrix);
            _blockWorldEffect.Parameters["xView"].SetValue(_camera.ViewMatrix);
            _blockWorldEffect.Parameters["xProjection"].SetValue(_camera.ProjectionMatrix);
            _blockWorldEffect.Parameters["xTexture"].SetValue(_blockAtlas);

            foreach (EffectPass pass in _blockWorldEffect.CurrentTechnique.Passes)
            {
                pass.Apply();

                // draw block world stuff
                SM.DrawBlocks();
            }

            foreach (EffectPass pass in _blockWorldEffect.CurrentTechnique.Passes)
            {
                pass.Apply();
                _editor.DrawBlocks();
            }

            // Draw entitys
            EC.DrawAll(Device, _camera);
            _man.Schematic.RenderBasic.Draw(Device, _camera, _man.Position, _man.Schematic.RenderOffset, _man.Rotation, Vector3.One);

            _editor.DrawModels(_camera);
        }