public override void Draw(GameTime gameTime)
{
foreach (EffectPass pass in Effect.CurrentTechnique.Passes) {
for (int i = 0; i < 20; i++) {
for (int j = 0; j < 20; j++) {
Effect.Texture = _board[i][j].Texture;
pass.Apply();
GraphicsDevice.SamplerStates[0] = SamplerState.LinearClamp;
GraphicsDevice.DrawUserPrimitives<VertexPositionTexture>
(PrimitiveType.TriangleStrip, _board[i][j].verts, 0, 2);
}
}
foreach (var item in model) {
item.myModel.Draw(Matrix.CreateScale(2f) * Matrix.CreateRotationX(1.5f) * Matrix.CreateTranslation(item.modelPosition.X, item.modelPosition.Y, 0) * Effect.World, Effect.View, Effect.Projection);
}
}
base.Draw(gameTime);
}