Beispiel #1
0
        public void Draw(Camera camera)
        {
            GameObject.device.SetVertexBuffer(cubeBuffer);

            cubeEffect.World = worldTranslation;
            cubeEffect.View = camera.view;
            cubeEffect.Projection = camera.projection;
            cubeEffect.DiffuseColor = color.ToVector3();
            //cubeEffect.DiffuseColor = Color.Red.ToVector3();
            cubeEffect.TextureEnabled = true;
            cubeEffect.Texture = texture;

            foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes)
            {
                pass.Apply();
                GameObject.device.DrawUserPrimitives<VertexPositionColorTexture>(PrimitiveType.TriangleStrip, cubeFront, 0, 2);

            }
        }
        public void Draw(Camera camera, Matrix matWorld)
        {
            GameObject.device.SetVertexBuffer(cubeBuffer);

            Matrix rotMatrix = Matrix.CreateRotationY(rotOffset);
            this.worldTranslation = rotMatrix * matWorld;

            cubeEffect.World = worldTranslation;
            cubeEffect.View = camera.view;
            cubeEffect.Projection = camera.projection;

            // Render background of Square
            cubeEffect.DiffuseColor = color.ToVector3();
            cubeEffect.TextureEnabled = true;
            cubeEffect.Texture = cubeTex;

            cubeEffect.DiffuseColor = backColor.ToVector3();
            foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes)
            {
                pass.Apply();
                GameObject.device.DrawUserPrimitives<VertexPositionColorTexture>(PrimitiveType.TriangleStrip, cubeFront, 0, 2);

            }

            // Render foreground of Square with shape
            cubeEffect.DiffuseColor = color.ToVector3();
            cubeEffect.TextureEnabled = true;
            cubeEffect.Texture = texture;

            foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes)
            {
                pass.Apply();
                GameObject.device.DrawUserPrimitives<VertexPositionColorTexture>(PrimitiveType.TriangleStrip, cubeFront, 0, 2);

            }
        }