/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(new Color(0.3f, 0.3f, 0.3f)); if (_graphics.PreferredBackBufferWidth != Window.ClientBounds.Width || _graphics.PreferredBackBufferHeight != Window.ClientBounds.Height) { _graphics.PreferredBackBufferWidth = Window.ClientBounds.Width; _graphics.PreferredBackBufferHeight = Window.ClientBounds.Height; _graphics.ApplyChanges(); } // TODO: Add your drawing code here var mouseState = Mouse.GetState(); _context.BeginFrame(_graphics.PreferredBackBufferWidth, _graphics.PreferredBackBufferHeight, 1.0f); var t = (float)gameTime.TotalGameTime.TotalSeconds; _demo.Render(_context, 0, 50, _graphics.PreferredBackBufferWidth, _graphics.PreferredBackBufferHeight, t); _context.FontFaceId(Blendish.DefaultFontId); _perfGraph.Render(_context, 5, 5); _context.EndFrame(); /* var texture = ((XNARenderer)_context._renderer)._textures[8]; * * _spriteBatch.Begin(); * _spriteBatch.Draw(texture, Vector2.Zero, Color.White); * _spriteBatch.End();*/ base.Draw(gameTime); }