TerrainDisplay.Game1.Draw C# (CSharp) Method

Draw() protected method

This is called when the game should draw itself.
protected Draw ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime Provides a snapshot of timing values.
return void
        protected override void Draw(GameTime gameTime)
        {
            _graphics.GraphicsDevice.Clear(Color.Black);
            //tree.Draw();
            _graphics.GraphicsDevice.VertexDeclaration = _vertexDeclaration;

            // Update our camera
            UpdateCameraThirdPerson();

            _basicEffect.Begin();
            _basicEffect.Projection = _proj;
            _basicEffect.View = _view;

            _basicEffect.Alpha = 1.0f;
            _basicEffect.DiffuseColor = new Vector3(.95f, .95f, .95f);
            _basicEffect.SpecularColor = new Vector3(0.05f, 0.05f, 0.05f);
            _basicEffect.SpecularPower = 5.0f;

            _basicEffect.AmbientLightColor = new Vector3(0.75f, 0.75f, 0.75f);
            _basicEffect.DirectionalLight0.Enabled = true;
            _basicEffect.DirectionalLight0.DiffuseColor = Vector3.One;
            _basicEffect.DirectionalLight0.Direction = Vector3.Normalize(new Vector3(1.0f, -1.0f, 0.0f));
            _basicEffect.DirectionalLight0.SpecularColor = Vector3.One;

            _basicEffect.DirectionalLight1.Enabled = true;
            _basicEffect.DirectionalLight1.DiffuseColor = new Vector3(0.1f, 0.1f, 0.1f);
            _basicEffect.DirectionalLight1.Direction = Vector3.Normalize(new Vector3(-1.0f, -1.0f, 1.0f));

            _basicEffect.LightingEnabled = true;

            foreach (var pass in _basicEffect.CurrentTechnique.Passes)
            {
                pass.Begin();
                _graphics.GraphicsDevice.RenderState.CullMode = CullMode.None;
                _graphics.GraphicsDevice.RenderState.FillMode = FillMode.WireFrame;
                _graphics.GraphicsDevice.RenderState.AlphaBlendEnable = true;

                // Make the renderers draw their stuff
                base.Draw(gameTime);

                _graphics.GraphicsDevice.RenderState.FillMode = FillMode.Solid;
                _graphics.GraphicsDevice.RenderState.CullMode = CullMode.CullClockwiseFace;
                _graphics.GraphicsDevice.RenderState.AlphaBlendEnable = false;
                pass.End();
            }

            _basicEffect.End();

            DrawCameraState();
            //_spriteBatch.Begin();
            //_spriteBatch.DrawString(_spriteFont, "Esc: Opens the console.",
            //                        new Vector2(10, _graphics.GraphicsDevice.Viewport.Height - 30), Color.White);
            //_spriteBatch.End();

            GraphicsDevice.RenderState.DepthBufferEnable = true;
            GraphicsDevice.RenderState.AlphaBlendEnable = false;
        }