internal void Render() { float angle = flipAndMirror ? this.angle + (float)MathHelper.Pi : this.angle; Game.GraphicsDevice.SetRenderTarget(null); Game.GraphicsDevice.Clear(Game.Instance.Level.BackgroundColor); RenderTarget.BindTexture(); Graphics.BasicTextureShader.Use(); Graphics.BasicTextureShader.SetUniform("world", Matrix.Identity); Game.GraphicsDevice.DrawPrimitives(PrimitiveType.OpenGlTriangles, Graphics.TextureVertices, 6, true); RenderTarget.UnBindTexture(); }