private void Setup()
{
var device = GraphicsDevice;
device.BlendState = _blendState;
device.DepthStencilState = _depthStencilState;
device.RasterizerState = device.ScissorRectangle.IsEmpty ? _rasterizerState : _rasterizerScissorState;
device.SamplerStates[0] = _lastTexture.SamplerState;
//_device.SamplerStates[0] = SamplerState.PointClamp;
//_device.BlendState = BlendState.NonPremultiplied;
//_device.RasterizerState = new RasterizerState() { CullMode = Microsoft.Xna.Framework.Graphics.CullMode.None };
_matrixTransform.SetValue(_combinedMatrix);
_spritePass.Apply();
}