private void RenderFrame() { //Set the defaul render target and the depth stencil buffers device.SetRenderTarget(device.BackBuffer, device.BackDepthBuffer); //Specify the ViewPort device.ViewPort = new ViewPort(0, 0, Width, Height); //Clear the render target and depth stencil buffers device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, new Color4(0, 0, 0, 0), 1, 0); //Set the primitive type and vertex buffer device.PrimitiveTopology = IAPrimitive.TriangleList; device.SetVertexBuffer(0, vertexBuffer, 0); //Set the shader program to use device.Program = shaderProgram; //Pass the tranformation values to the shader code input.WorldViewProj = world * view * projection; //Draw the geometry device.Draw(3, 0); //Present the render target buffer to the screen device.Present(); }