private void DrawLayer(SpriteBatch spriteBatch, Int32 layerID, ref Rectangle region, Int32 txMin, Int32 txMax, Int32 tyMin, Int32 tyMax, Single layerDepth)
{
for (int y = tyMin; y <= tyMax; y++) {
for (int x = txMin; x <= txMax; x++) {
if (x < this.TileLayers[layerID].Tiles.Length && y < this.TileLayers[layerID].Tiles[x].Length && this.TileLayers[layerID].Tiles[x][y] != null) {
Rectangle tileTarget = this.TileLayers[layerID].Tiles[x][y].Target;
// Removed the offset part of this code.
//tileTarget.X = tileTarget.X - region.X;
//tileTarget.Y = tileTarget.Y - region.Y;
spriteBatch.Draw(
this.Tilesets[this.SourceTiles[this.TileLayers[layerID].Tiles[x][y].SourceID].TilesetID].Texture,
tileTarget,
this.SourceTiles[this.TileLayers[layerID].Tiles[x][y].SourceID].Source,
this.TileLayers[layerID].OpacityColor,
this.TileLayers[layerID].Tiles[x][y].Rotation,
this.SourceTiles[this.TileLayers[layerID].Tiles[x][y].SourceID].Origin,
this.TileLayers[layerID].Tiles[x][y].Effects,
layerDepth);
}
}
}
}