public static void Draw(GameTime gameTime) { BeatShift.graphics.GraphicsDevice.Viewport = Viewports.fullViewport; Rectangle viewArea = new Rectangle(0, 0, BeatShift.graphics.GraphicsDevice.Viewport.Width, BeatShift.graphics.GraphicsDevice.Viewport.Height); //Clear screen to black BeatShift.graphics.GraphicsDevice.Clear(Color.Black); if (Globals.PostProcess) { PostProcessFx.BeginDraw(); //Set RenderTarget to bloom target instead of buffer } if (BeatShift.shipSelect.Visible && !(paused || LiveServices.GuideIsVisible())) { BeatShift.shipSelect.Draw(gameTime); } //Draw Main menu system if active, before drawing ship-selection ships if (MenuManager.mainMenuSystem.isActive) { MenuManager.Draw(gameTime); } //Begin 3D drawing region //Draw map if (Race.Visible) { Race.DrawMap(gameTime); } //Draw ships/racers and HUD if (Race.Visible) { Race.DrawShips(gameTime); Race.DrawHUD(gameTime); } //Begin glow pass if (Globals.PostProcess) { Race.DrawGlow(gameTime); //Race.DrawShips(gameTime);//Fake bit of geometry PostProcessFx.Draw(gameTime); //Apply bloom on 3D elements and draw to backbuffer. } //Draw any other menu systems (Pause/PostGame) which are active if (!MenuManager.mainMenuSystem.isActive) { MenuManager.Draw(gameTime); } //if (networkedGame.Visible) networkedGame.Draw(gameTime); }