public override void DrawToLightMask() { //var projectile = projectiles[i]; var pos = GetComponent <PositionComponent>(); // var mask_halfsize = new Vector2(100, 100); var mask_halfsize = pos.WorldPosition.halfsize + new Vector2(Radius); var rect = new Rectangle((pos.WorldPosition.Center - mask_halfsize).ToPoint(), (mask_halfsize * 2).ToPoint()); // spriteBatch.Draw(lightMask, GameToScreen(rect), GetLightColor()); var lightMask = GameContent.Instance.lightMask; // TODO: find a better way to apply glow to stuff GraphicsService.DrawGameCentered(lightMask, rect, Scene.RenderSystem.GetLightColor(GlowColor)); }