rendered paste body protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.PapayaWhip);
graphics.GraphicsDevice.SetVertexBuffer(vertices);
graphics.GraphicsDevice.Indices = indices;
//qube 1
simpleTextureEffectb.Parameters["WVP"].SetValue(World * View * proj);
simpleTextureEffectb.CurrentTechnique.Passes[0].Apply();
//qube 2
Matrix worldb = Matrix.CreateTranslation(new Vector3(0,5,5));
simpleTextureEffect.Parameters["WVP"].SetValue(worldb * View * proj);
simpleTextureEffect.CurrentTechnique.Passes[0].Apply();
SamplerState state = new SamplerState();
state.Filter = TextureFilter.Point;
state.AddressV = TextureAddressMode.Mirror;
state.AddressW = TextureAddressMode.Mirror;
state.AddressU = TextureAddressMode.Mirror;
state.MaxAnisotropy = 0;
state.MaxMipLevel = 0;
state.MipMapLevelOfDetailBias = 0;
graphics.GraphicsDevice.SamplerStates[0] = state;
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, number_of_vertices, 0, number_of_indices / 3);
base.Draw(gameTime);
}