protected override void Draw(GameTime gameTime)
{
device.Clear(Color.Black);
// TODO: Add your drawing code here
//GraphicsDevice.RasterizerState = wireFrameState;//
// Reset the fill mode renderstate.
GraphicsDevice.RasterizerState = RasterizerState.CullNone;
//GraphicsDevice.RasterizerState = RasterizerState.CullNone;
spriteBatch.Begin();
IconButton.batch.Begin(SpriteSortMode.Texture, BlendState.NonPremultiplied); //for nonpremultiplied stuff, like the command buttons
//titleScreen uses spritebatch object
MenuManager.screen.Draw();
spriteBatch.End();
IconButton.batch.End();
base.Draw(gameTime);
}