Review:how to draw a mesh in xna

[1].Variable declaration
VertexPositionTexture[] verts;
VertexBuffer vertexBuffer;
Texture2D projectTexture;
BasicEffect basicEffect;

[2].Camera and World Matrix
public Matrix view { get; protected set; }
public Matrix projection { get; protected set; }

// Initialize view matrix
view = Matrix.CreateLookAt(pos, target, up);

// Initialize projection matrix
projection = Matrix.CreatePerspectiveFieldOfView(
    MathHelper.PiOver4,
    (float)Game.Window.ClientBounds.Width /
    (float)Game.Window.ClientBounds.Height,
    1, 1000);

[3].Initialize and loadcontent
//basic effect
basicEffect = new BasicEffect(GraphicsDevice);
//verts
verts = new VertexPositionTexture[4];
verts[0] = new VertexPositionTexture();

//vertex buffer
vertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), verts.Length, BufferUsage.None);
vertexBuffer.SetData(verts);
//Texture
projectTexture = game.Content.Load<Texture2D>("Textures/1");

[4].Set parameters and Draw the texture
basicEffect.World = World;
basicEffect.View = camera.view;
basicEffect.Projection = camera.projection;
basicEffect.Texture = projectTexture;
basicEffect.TextureEnabled = true;
GraphicsDevice.SetVertexBuffer(vertexBuffer);

spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, basicEffect);
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
    pass.Apply();
    GraphicsDevice.DrawUserPrimitives<VertexPositionTexture>
        (PrimitiveType.TriangleStrip, verts, 0, 2);
}
spriteBatch.End();
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