In the platformer demo I played around with the visible tiles were calculated and then only those tiles were drawn. I believe you will have to include them in the draw method to be drawn in each time.
Here is a snippet (this only had left to right scrolling so no vertical range was calculated). This kept track of the camera position to calculate it.
Edit:: Added the second method shows how it updated camera position based on the player position stored in a player object.
private void DrawTiles(SpriteBatch spriteBatch)
{
// Calculate the visible range of tiles.
int left = (int)Math.Floor(cameraPosition / Tile.Width);
int right = left + spriteBatch.GraphicsDevice.Viewport.Width / Tile.Width;
right = Math.Min(right, Width - 1);
// For each tile position
for (int y = 0; y < Height; ++y)
{
for (int x = left; x <= right; ++x)
{
// If there is a visible tile in that position
Texture2D texture = tiles[x, y].Texture;
if (texture != null)
{
// Draw it in screen space.
Vector2 position = new Vector2(x, y) * Tile.Size;
spriteBatch.Draw(texture, position, Color.White);
}
}
}
}`
private void ScrollCamera(Viewport viewport)
{
const float ViewMargin = 0.35f;
// Calculate the edges of the screen.
float marginWidth = viewport.Width * ViewMargin;
float marginLeft = cameraPosition + marginWidth;
float marginRight = cameraPosition + viewport.Width - marginWidth;
// Calculate how far to scroll when the player is near the edges of the screen.
float cameraMovement = 0.0f;
if (Player.Position.X < marginLeft)
cameraMovement = Player.Position.X - marginLeft;
else if (Player.Position.X > marginRight)
cameraMovement = Player.Position.X - marginRight;
// Update the camera position, but prevent scrolling off the ends of the level.
float maxCameraPosition = Tile.Width * Width - viewport.Width;
cameraPosition = MathHelper.Clamp(cameraPosition + cameraMovement, 0.0f, maxCameraPosition);
}