public Vector3 PointToVector3(ref CQT.Model.Point p)
        {
            //Console.WriteLine(p.x / graphics.PreferredBackBufferWidth + " " + p.y / graphics.PreferredBackBufferHeight);

            // FIXME SALE & REF
            //p.x += cameraOffset.X;
            //p.y += cameraOffset.Y;
            Point pp = new Point(p.x + cameraOffset.X, p.y + cameraOffset.Y);
            //Point pp = p;

            return new Vector3(
                //(p.x - graphics.PreferredBackBufferWidth / 2) / graphics.PreferredBackBufferWidth,
                (pp.x * 2 - gman.PreferredBackBufferWidth) / gman.PreferredBackBufferWidth,
                -(pp.y * 2 - gman.PreferredBackBufferHeight) / gman.PreferredBackBufferHeight,
                0
            );
            //Vector3 ret = new Vector3(p.x / graphics.PreferredBackBufferWidth, p.y / graphics.PreferredBackBufferHeight, 0);
            //Console.WriteLine(ret);
            //return ret;
        }
        //float x = 0;
        public void Render(GraphicsDevice device, CQT.Model.Point p1, CQT.Model.Point p2, CQT.Model.Point p3, Color color)
        {
            BasicEffect _effect = new BasicEffect(device);
            _effect.Texture = ColorToTexture(device, color, 1, 1);
            _effect.TextureEnabled = true;
            //_effect.VertexColorEnabled = true;

            VertexPositionTexture[] _vertices = new VertexPositionTexture[3];

            _vertices[0].Position = PointToVector3(ref p1);
            _vertices[1].Position = PointToVector3(ref p2);
            _vertices[2].Position = PointToVector3(ref p3);

            foreach (var pass in _effect.CurrentTechnique.Passes)
            {
                pass.Apply();

                device.DrawUserIndexedPrimitives<VertexPositionTexture>
                (
                    PrimitiveType.TriangleStrip, // same result with TriangleList
                    _vertices,
                    0,
                    _vertices.Length,
                    new int[] { 0, 1, 2 },
                    0,
                    1
                );
            }
        }