This is what I use
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public Game1()
{
graphics = new GraphicsDeviceManager( this );
Content.RootDirectory = "Content";
this.IsMouseVisible = true ;
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch( GraphicsDevice );
}
protected override void Update( GameTime gameTime )
{
// Allows the game to exit
if( Keyboard.GetState().IsKeyDown( Keys.Escape ) )
this.Exit();
base.Update( gameTime );
}
protected override void Draw( GameTime gameTime )
{
GraphicsDevice.Clear( Color.CornflowerBlue );
base.Draw( gameTime );
}
}
ALSO, I wrap BasicEffect in something I call SimpleEffect. Its also less annoying when you’re just trying to get prims on the screen quick.
public class SimpleEffect : BasicEffect
{
public SimpleEffect( GraphicsDevice gpu, EffectPool ep )
: base( gpu, ep )
{
}
public new void Begin()
{
base.Begin();
this.CurrentTechnique.Passes[ 0 ].Begin();
}
public new void End()
{
this.CurrentTechnique.Passes[ 0 ].End();
base.End();
}
}