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); }