public virtual void Draw(GameTime gameTime) { GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.RasterizerState = new RasterizerState { CullMode = CullMode.CullClockwiseFace }; GraphicsDevice.BlendState = BlendState.AlphaBlend; var mat = Matrix.Identity; if (currentVisibleTiles != null) { foreach (var t in currentVisibleTiles.ReverseLazy()) { t.Renderer?.Render(ref mat, Effect, null); } } Leader.Draw(Effect); DrawMiniMap(); }