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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 ) )

    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()

    this.CurrentTechnique.Passes[ 0 ].Begin();

  public new void End()
    this.CurrentTechnique.Passes[ 0 ].End();




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