1. STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, CInstanceBase::GetIndexedNameColor(CInstanceBase::NAMECOLOR_NPC));
  2. aIterator = m_NPCPositionVector.begin();
  3. while (aIterator != m_NPCPositionVector.end())
  4. {
  5. TMarkPosition & rPosition = *aIterator;
  6. m_WhiteMark.SetPosition(rPosition.m_fX, rPosition.m_fY);
  7. m_WhiteMark.Render();
  8. ++aIterator;
  9. }