public DeferredLightingRenderer(int renderOrder, int lightLayer, params int[] renderLayers) : base(renderOrder)
{
// make sure we have a workable Material for our lighting system
material = new DeferredSpriteMaterial(nullNormalMapTexture);
_lightLayer = lightLayer;
Array.Sort(renderLayers);
this.renderLayers = renderLayers;
_lightEffect = new DeferredLightEffect();
// meshes used for light volumes
_quadMesh = new QuadMesh(Core.graphicsDevice);
_polygonMesh = PolygonMesh.createSymmetricalPolygon(10);
_quadPolygonMesh = PolygonMesh.createRectangle();
// set some sensible defaults
setAmbientColor(new Color(0.2f, 0.2f, 0.2f))
.setClearColor(Color.CornflowerBlue);
}