Ejemplo n.º 1
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        /// <summary>
        /// Occurs when it is time to render 3d objects.  Place all 3d
        /// drawing code in this event.
        /// </summary>
        private void mD3d_DxRender3d(Gosub.Direct3d d3d, Microsoft.DirectX.Direct3D.Device dx)
        {
            //if (rendered < 5)
            {
                // Setup the lights
                dx.Lights[0].Enabled    = true;
                dx.Lights[0].Type       = LightType.Directional;
                dx.Lights[0].Direction  = new Vector3(0, 0, 1);
                dx.Lights[0].Diffuse    = Color.White;
                dx.Lights[0].Position   = new Vector3(0, 0, 0);
                dx.RenderState.Lighting = true;

                // Set viewer
                dx.Transform.View = Matrix.LookAtLH(new Vector3(0, 0, -viewing_distance),
                                                    new Vector3(0.0f, 0.0f, 0.0f), new Vector3(pan, 1.0f, tilt));

                // Set projection matrix
                dx.Transform.Projection = Matrix.PerspectiveFovLH(
                    (float)Math.PI / 4, 640f / 480f, 50.0f, 2000.0f);
                dx.RenderState.NormalizeNormals = true;

                rendered++;
                viewOccupancyGrid(d3d, dx, grid_filename, current_grid_level, 0);
            }
        }
Ejemplo n.º 2
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 /// <summary>
 /// view a grid from the given file
 /// </summary>
 /// <param name="d3d"></param>
 /// <param name="dx"></param>
 /// <param name="filename">grid filename</param>
 /// <param name="grid_level">the level of the grid within the grid to be viewed</param>
 /// <param name="min_evidence">minimum evidence threshold</param>
 public void viewOccupancyGrid(Gosub.Direct3d d3d, Microsoft.DirectX.Direct3D.Device dx,
                               String filename, int grid_level, int min_evidence)
 {
     if (!grid_loaded)
     {
         currentGrid = new occupancygrid(64, 100);
         switch (grid_type)
         {
         case "914":
         {
             currentGrid.Load(filename);
             break;
         }
         }
         grid_loaded = true;
     }
     if (currentGrid != null)
     {
         if (grid_type == "914")
         {
             viewGrid(d3d, dx, currentGrid);
         }
     }
 }
Ejemplo n.º 3
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		/// <summary>
		/// The device must not be lost when this function is called
		/// </summary>
		public AutoTexture Clone(Direct3d d3d, Format format, Usage usage, Pool pool)
		{
			// Copy the texture
			Texture toTexture = new Texture(d3d.Dx, mSurfDesc.Width, mSurfDesc.Height, 
											1, usage, format, pool);
			
			Surface toSurface = toTexture.GetSurfaceLevel(0);
			Surface fromSurface = mTexture.GetSurfaceLevel(0);			
			SurfaceLoader.FromSurface(toSurface, fromSurface, Filter.Point, 0);
			toSurface.Dispose();
			fromSurface.Dispose();
	
			// Copy this AutoTexture
			AutoTexture autoTexture = new AutoTexture(d3d, toTexture);
			autoTexture.Tag = Tag;
			return autoTexture;
		}
Ejemplo n.º 4
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		/// <summary>
		/// Dispose this object and the mesh it holds
		/// </summary>
		public void Dispose()
		{
			if (mTexture != null)
			{
				mTexture.Dispose();
				mTexture = null;
			}
			if (mD3d != null)
			{
				mD3d.DxLost -= new Direct3d.DxDirect3dDelegate(d3d_DxLost);
				mD3d.DxRestore -= new Direct3d.DxDirect3dDelegate(d3d_DxRestore);
				mD3d = null;
			}
			mTextureData = null;
		}
Ejemplo n.º 5
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		/// <summary>
		/// Create an AutoTexture
		/// </summary>
		public AutoTexture(Direct3d d3d, Texture texture)
		{
			mTexture = texture;
			mD3d = d3d;
			mSurfDesc = mTexture.GetLevelDescription(0);
			d3d.DxLost += new Direct3d.DxDirect3dDelegate(d3d_DxLost);
			d3d.DxRestore += new Direct3d.DxDirect3dDelegate(d3d_DxRestore);
		}
Ejemplo n.º 6
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 /// <summary>
 /// Occurs once after DirectX has been initialized for the first time.
 /// Setup AutoMesh's, AutoVertexBuffer's, and AutoTexture's here.
 /// </summary>
 private void mD3d_DxLoaded(Gosub.Direct3d d3d, Microsoft.DirectX.Direct3D.Device dx)
 {
 }
Ejemplo n.º 7
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		/// <summary>
		/// Restore the mesh when the DirectX device is restored
		/// </summary>
		void d3d_DxRestore(Direct3d d3d, Device dx)
		{
			// If the direct3d device wasn't lost in the first place, don't restore it.
			// This happens the first timeMs around.
			if (mMesh != null)
				return;

			// Restore mesh			
			mMesh = new Mesh(mNumFaces, mNumVertices, mFlags, mVertexFormat, dx);
			Debug.Assert(mMesh.NumberBytesPerVertex == mNumBytesPerVertex);

			// Copy pathIndex buffer
			GraphicsStream stream = mMesh.LockIndexBuffer(LockFlags.Discard);
			stream.Write(mIndexBufferCopy);
			mMesh.UnlockIndexBuffer();
			
			// Copy vertex buffer
			stream = mMesh.LockVertexBuffer(LockFlags.Discard);
			stream.Write(mVertexBufferCopy);
			mMesh.UnlockVertexBuffer();

			// Copy attribute buffer
			int[] attributeBuffer = mMesh.LockAttributeBufferArray(LockFlags.Discard);
			mAttributeBufferCopy.CopyTo(attributeBuffer, 0);
			mMesh.UnlockAttributeBuffer(attributeBuffer);

			mIndexBufferCopy = null;
			mVertexBufferCopy = null;
			mAttributeBufferCopy = null;
		}
Ejemplo n.º 8
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		/// <summary>
		/// Cone the mesh (and textures that it contains), 
		/// optionally converting the vertex and texture format.
		/// </summary>
		public AutoMesh Clone(Direct3d d3d, MeshFlags flags, VertexFormats vertexFormat,
						Format textureFormat, Usage usage, Pool pool)
		{
			// Clone the mesh vertex info
			Mesh mesh = mMesh.Clone(flags, vertexFormat, d3d.Dx);
			AutoMesh autoMesh = new AutoMesh(d3d, mesh);
			
			// Clone AutoMesh variables
			autoMesh.Tag = Tag;
			
			// Clone textures and materials
			if (mTextures.Length != 0)
			{
				// Clone materials
				autoMesh.mMaterials = new Material[mMaterials.Length];
				for (int i = 0;  i < mMaterials.Length;  i++)
					autoMesh.mMaterials[i] = mMaterials[i];
				
				// Clone textures
				autoMesh.mTextures = new AutoTexture[mTextures.Length];
				for (int i = 0;  i < mTextures.Length;  i++)
					if (mTextures[i] != null)
					{
						// Already cloned this texture?
						bool alreadyConvertedTexture = false;
						for (int j = 0;  j < i;  j++)
							if (mTextures[i] == mTextures[j])
							{
								alreadyConvertedTexture = true;
								autoMesh.mTextures[i] = autoMesh.mTextures[j];
								break;
							}
						// Clone new texture
						if (!alreadyConvertedTexture)
							autoMesh.mTextures[i] = mTextures[i].Clone(d3d, textureFormat, usage, pool);
					}
			}
			return autoMesh;			
		}
Ejemplo n.º 9
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		/// <summary>
		/// Create an automesh, which owns the given mesh
		/// </summary>
		public AutoMesh(Direct3d d3d, Mesh mesh)
		{
			mMesh = mesh;
			mD3d = d3d;
			d3d.DxLost += new Direct3d.DxDirect3dDelegate(d3d_DxLost);
			d3d.DxRestore += new Direct3d.DxDirect3dDelegate(d3d_DxRestore);
		}
Ejemplo n.º 10
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		/// <summary>
		/// Create an AutoVertexBuffer (16 bits, ushort)
		/// </summary>
		public AutoIndexBuffer(Direct3d d3d, int numIndices, Usage usage, Pool pool)
		{
			mIndexBuffer = new IndexBuffer(typeof(ushort), numIndices, d3d.Dx, usage, pool);
			mD3d = d3d;
			mNumIndices = numIndices;
			mUsage = usage;
			mPool = pool;

			d3d.DxLost += new Direct3d.DxDirect3dDelegate(d3d_DxLost);
			d3d.DxRestore += new Direct3d.DxDirect3dDelegate(d3d_DxRestore);
		}
Ejemplo n.º 11
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		/// <summary>
		/// Restore the vertex buffer when the DirectX device is restored
		/// </summary>
		void d3d_DxRestore(Direct3d d3d, Device dx)
		{
			// If the direct3d device wasn't lost in the first place, don't restore it.
			// This happens the first timeMs around.
			if (mVertexBuffer != null)
				return;

			mVertexBuffer = new VertexBuffer(mVertexType, mVertexNumVertices,
									d3d.Dx, mVertexUsage, mVertexFormat, mVertexPool);
			mVertexBuffer.SetData(mVertexData, 0, LockFlags.None);
			mVertexData = null;
		}
Ejemplo n.º 12
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		/// <summary>
		/// Create an AutoVertexBuffer
		/// </summary>
		public AutoVertexBuffer(Direct3d d3d, Type vertexType, int numVerts,
									Usage usage, VertexFormats format, Pool pool)
		{
			mVertexBuffer = new VertexBuffer(vertexType, numVerts == 0 ? 1 : numVerts, d3d.Dx, usage, format, pool);
			mD3d = d3d;
			mVertexType = vertexType;
			mVertexNumVertices = numVerts;
			mVertexUsage = usage;
			mVertexFormat = format;
			mVertexPool = pool;

			d3d.DxLost += new Direct3d.DxDirect3dDelegate(d3d_DxLost);
			d3d.DxRestore += new Direct3d.DxDirect3dDelegate(d3d_DxRestore);
		}
Ejemplo n.º 13
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        public void viewGrid(Gosub.Direct3d d3d, Microsoft.DirectX.Direct3D.Device dx,
                             occupancygrid grid)
        {
            bool ground_plane_drawn = false;

            mCellMesh = new AutoMesh(d3d, Mesh.Box(dx, 1, 1, 1));

            //show the grid cells
            for (int z = grid.dimension - 1; z >= 0; z--)
            {
                int plane_hits = 0;
                for (int x = 1; x < grid.dimension - 1; x++)
                {
                    for (int y = 1; y < grid.dimension - 1; y++)
                    {
                        if (grid.display_cell[x, y, z])
                        {
                            plane_hits++;
                            occupancyGridCell c = grid.cell[x, y, z];
                            int r = 0;
                            int g = 0;
                            int b = 255;
                            if (c != null)
                            {
                                r = c.colour[0];
                                g = c.colour[1];
                                b = c.colour[2];
                            }

                            dx.Transform.World = Matrix.Translation(-grid.dimension / 2, -grid.dimension / 2, -grid.dimension / 2) //Center model
                                                                                                                                   //* Matrix.Scaling(1, 1, 1) // Make it bigger
                                                                                                                                   //* Matrix.RotationYawPitchRoll(0, 0, 0)
                                                 * Matrix.Translation(grid.dimension - 1 - x, y, z)
                                                 * Matrix.RotationYawPitchRoll(0, tilt, 0);                                        // Then move it where you want

                            dx.Material = GraphicsUtility.InitMaterial(Color.FromArgb(r, g, b));

                            mCellMesh.M.DrawSubset(0);
                        }


                        //for (int z = 0; z < grid.dimension; z++)
                        {
                            if (z == grid.dimension / 2)
                            {
                                if ((x == 1) || (x == grid.dimension - 2) || (y == 1) || (y == grid.dimension - 2))
                                {
                                    dx.Transform.World = Matrix.Translation(-grid.dimension / 2, -grid.dimension / 2, -grid.dimension / 2) //Center model
                                                         * Matrix.Translation(x, y, z)
                                                         * Matrix.RotationYawPitchRoll(0, tilt, 0);                                        // Then move it where you want

                                    dx.Material = GraphicsUtility.InitMaterial(Color.Green);
                                    mCellMesh.M.DrawSubset(0);
                                }
                            }
                        }
                    }
                }

                if ((plane_hits > 30) && (!ground_plane_drawn))
                {
                    ground_plane_drawn = true;
                    for (int x = 1; x < grid.dimension - 1; x++)
                    {
                        for (int y = 1; y < grid.dimension - 1; y++)
                        {
                            if (grid.empty[x, y])
                            {
                                //occupancyGridCell c = grid.cell[x, y, z];
                                int r = 0;
                                int g = 0;
                                int b = 255;

                                dx.Transform.World = Matrix.Translation(-grid.dimension / 2, -grid.dimension / 2, -grid.dimension / 2) //Center model
                                                                                                                                       //* Matrix.Scaling(1, 1, 1) // Make it bigger
                                                                                                                                       //* Matrix.RotationYawPitchRoll(0, 0, 0)
                                                     * Matrix.Translation(grid.dimension - 1 - x, y, z)
                                                     * Matrix.RotationYawPitchRoll(0, tilt, 0);                                        // Then move it where you want

                                dx.Material = GraphicsUtility.InitMaterial(Color.FromArgb(r, g, b));

                                mCellMesh.M.DrawSubset(0);
                            }
                        }
                    }
                }
            }
        }
Ejemplo n.º 14
0
		/// <summary>
		/// Save the mesh when the DirectX device is lost
		/// </summary>
		void d3d_DxLost(Direct3d d3d, Device dx)
		{
            if (mTexture == null)
                return;

			// Get surface description
			int width = mSurfDesc.Width;
			int height = mSurfDesc.Height;
			
			

			// Isn't there a better way to do this?
			switch (mSurfDesc.Format)
			{
				case Format.Dxt1:
					mPixelSizeBits = 4;
					break;
					
				case Format.A8:				
					mPixelSizeBits = 8;
					break;
								
				case Format.A4L4:
				case Format.Dxt2:
				case Format.Dxt3:
				case Format.Dxt4:
				case Format.Dxt5:
					mPixelSizeBits = 8;
					Debug.Assert(false);
					break;
				

				case Format.A8R3G3B2:
				case Format.A4R4G4B4:
				case Format.A1R5G5B5:
					mPixelSizeBits = 16;
					break;
					
				case Format.G8R8G8B8:
				case Format.A8R8G8B8:
				case Format.X8R8G8B8:
				case Format.A8B8G8R8:
				case Format.X8B8G8R8:
					mPixelSizeBits = 32;
					break;
				default:
					// Insert your vertexFormat above
					mPixelSizeBits = 32;
					Debug.Assert(false);
					break;
			}
			
			// Read the mesh data
			int pitch;
			mTextureData = (byte[])mTexture.LockRectangle(typeof(byte), 0, LockFlags.ReadOnly,
														out pitch, mPixelSizeBits*width*height/8);
			//Debug.Assert(pitch == mPixelSizeBits*width/8); // New versions of DX fixes Pitch for us
			mTexture.UnlockRectangle(0);
			mTexture.Dispose();
			mTexture = null;
		}
Ejemplo n.º 15
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		/// <summary>
		/// Create an AutoVertexBuffer initialized with the indices in buffer
		/// </summary>
		/// <param name="d3d"></param>
		/// <param name="buffer"></param>
		/// <param name="usage"></param>
		/// <param name="pool"></param>
		public AutoIndexBuffer(Direct3d d3d, ushort []buffer, Usage usage, Pool pool)
		{
			mIndexBuffer = new IndexBuffer(typeof(ushort), buffer.Length, d3d.Dx, usage, pool);
			mD3d = d3d;
			mNumIndices = buffer.Length;
			mUsage = usage;
			mPool = pool;
			SetIndices(buffer);

			d3d.DxLost += new Direct3d.DxDirect3dDelegate(d3d_DxLost);
			d3d.DxRestore += new Direct3d.DxDirect3dDelegate(d3d_DxRestore);			
		}
Ejemplo n.º 16
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		/// <summary>
		/// Restore the mesh when the DirectX device is restored
		/// </summary>
		void d3d_DxRestore(Direct3d d3d, Device dx)
		{
			// If the direct3d device wasn't lost in the first place, don't restore it.
			// This happens the first timeMs around.
			if (mTexture != null)
				return;

			// Create mesh
			int width = mSurfDesc.Width;
			int height = mSurfDesc.Height;
			mTexture = new Texture(d3d.Dx, width, height,
									1, mSurfDesc.Usage, mSurfDesc.Format, mSurfDesc.Pool);

			// Write the texture data
			int pitch;
			GraphicsStream stream = mTexture.LockRectangle(0, LockFlags.Discard | LockFlags.NoDirtyUpdate, out pitch);
			//Debug.Assert(pitch == mPixelSizeBits*width/8); // New versions of DX fixes Pitch for us
			//Debug.Assert(pitch*height == mTextureData.Length);
			stream.Write(mTextureData);
			mTexture.UnlockRectangle(0);
			mTextureData = null;
		}
Ejemplo n.º 17
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		/// <summary>
		/// Dispose this object and the pathIndex buffer it holds
		/// </summary>
		public void Dispose()
		{
			if (mIndexBuffer != null)
			{
				mIndexBuffer.Dispose();
				mIndexBuffer = null;
			}
			if (mD3d != null)
			{
				mD3d.DxLost -= new Direct3d.DxDirect3dDelegate(d3d_DxLost);
				mD3d.DxRestore -= new Direct3d.DxDirect3dDelegate(d3d_DxRestore);
				mD3d = null;
			}
			mIndexBuffer = null;
		}
Ejemplo n.º 18
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		/// <summary>
		/// Dispose this object and the mesh it holds.  
		/// </summary>
		public void Dispose()
		{
			if (mMesh != null)
			{
				mMesh.Dispose();
				mMesh = null;
			}
			if (mD3d != null)
			{
				mD3d.DxLost -= new Direct3d.DxDirect3dDelegate(d3d_DxLost);
				mD3d.DxRestore -= new Direct3d.DxDirect3dDelegate(d3d_DxRestore);
				mD3d = null;
			}
			mIndexBufferCopy = null;
			mVertexBufferCopy = null;
			mAttributeBufferCopy = null;
			mVertexCache = null;
			mBoundingBoxValid = false;
			mSphereValid = false;
			mSphereMinValid = false;
			for (int i = 0;  i < mTextures.Length;  i++)
				if (mTextures[i] != null)
					mTextures[i].Dispose();
			mTextures = sEmptyAutoTextureArray;
			mMaterials = sEmptyMaterialArray;
		}
Ejemplo n.º 19
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		/// <summary>
		/// Save the vertex buffer when the DirectX device is lost
		/// </summary>
		void d3d_DxLost(Direct3d d3d, Device dx)
		{
            if (mIndexBuffer == null)
                return;

			mIndexData = (byte[])mIndexBuffer.Lock(0, typeof(byte), LockFlags.ReadOnly, mIndexBuffer.Description.Size);
			mIndexBuffer.Unlock();
			mIndexBuffer.Dispose();
			mIndexBuffer = null;
		}
Ejemplo n.º 20
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		/// <summary>
		/// Save the mesh when the DirectX device is lost
		/// </summary>
		void d3d_DxLost(Direct3d d3d, Device dx)
		{
            if (mMesh == null)
                return;

			// Save all data needed to restore the mesh
			mNumFaces = mMesh.NumberFaces;
			mNumVertices = mMesh.NumberVertices;
			mNumBytesPerVertex = mMesh.NumberBytesPerVertex;
			mFlags = mMesh.Options.Value;
			mVertexFormat = mMesh.VertexFormat;

			// Copy pathIndex buffer
			mIndexBufferCopy = (byte[])mMesh.LockIndexBuffer(typeof(byte),
										LockFlags.ReadOnly, mMesh.IndexBuffer.Description.Size);
			mMesh.UnlockIndexBuffer();

			// Copy vertex buffer
			mVertexBufferCopy = (byte[])mMesh.LockVertexBuffer(typeof(byte),
							LockFlags.ReadOnly, mMesh.NumberBytesPerVertex * mMesh.NumberVertices);
			mMesh.UnlockVertexBuffer();

			// Copy attribute buffer
			mAttributeBufferCopy = mMesh.LockAttributeBufferArray(LockFlags.ReadOnly);
			mMesh.UnlockAttributeBuffer(mAttributeBufferCopy);

			mMesh.Dispose();
			mMesh = null;
			mVertexCache = null;
		}
Ejemplo n.º 21
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		/// <summary>
		/// Restore the vertex buffer when the DirectX device is restored
		/// </summary>
		void d3d_DxRestore(Direct3d d3d, Device dx)
		{
			// If the direct3d device wasn't lost in the first place, don't restore it.
			// This happens the first timeMs around.
			if (mIndexBuffer != null)
				return;

			mIndexBuffer = new IndexBuffer(typeof(ushort), mNumIndices, d3d.Dx, mUsage, mPool);
			byte []data = (byte[])mIndexBuffer.Lock(0, typeof(byte), LockFlags.Discard, mIndexBuffer.Description.Size);
			mIndexData.CopyTo(data, 0);
			mIndexBuffer.Unlock();
			mIndexData = null;
		}
Ejemplo n.º 22
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		/// <summary>
		/// Read a mesh from an X file, and load the textures which are
		/// assumed to be in the same directory.
		/// </summary>
		public static AutoMesh LoadFromXFile(string path, MeshFlags flags, Direct3d d3d)
		{
			ExtendedMaterial[] extendedMaterials;
			String []fileNames;
			AutoMesh mesh = new AutoMesh(d3d, Mesh.FromFile(path, 
										MeshFlags.SystemMemory, d3d.Dx, out extendedMaterials));

			mesh.mTextures = new AutoTexture[extendedMaterials.Length];
			mesh.mMaterials = new Material[extendedMaterials.Length];
			fileNames = new string[extendedMaterials.Length];
			
			// Load all the textures for this mesh
			for (int i = 0;  i < extendedMaterials.Length;  i++)
			{
				if (extendedMaterials[i].TextureFilename != null)
				{
					string textureFileName = System.IO.Path.Combine(
											System.IO.Path.GetDirectoryName(path), 
											extendedMaterials[i].TextureFilename);
					fileNames[i] = textureFileName;
					
					// Scan to see if we already have this texture
					bool alreadyHaveTexture = false;
					for (int j = 0;  j < i;  j++)
						if (textureFileName == fileNames[j])
						{
							mesh.mTextures[i] = mesh.mTextures[j];
							alreadyHaveTexture = true;
							break;
						}
					// Load texture (if we don't already have it)
					if (!alreadyHaveTexture)
						mesh.mTextures[i] = new AutoTexture(d3d, 
											TextureLoader.FromFile(d3d.Dx, textureFileName));
				}
				mesh.mMaterials[i] = extendedMaterials[i].Material3D;
				mesh.mMaterials[i].Ambient = mesh.mMaterials[i].Diffuse;
			}
			return mesh;
		}
Ejemplo n.º 23
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		/// <summary>
		/// Called each frame to render the mesh
		/// </summary>
		private void d3dModel_DxRender3d(Direct3d d3d, Device dx)
		{
			if (mMesh == null)
				return;
				
			// Setup the lights
			dx.Lights[0].Enabled = true;
			dx.Lights[0].Type = LightType.Directional;
			dx.Lights[0].Direction = new Vector3(0, 0, 1);
			dx.Lights[0].Diffuse = Color.White;
			dx.Lights[0].Position = new Vector3(0, 0, 0);
			dx.RenderState.NormalizeNormals = true;	

			// Lighting only when there are normals
			dx.RenderState.Lighting = (int)(mMesh.M.VertexFormat & VertexFormats.Normal) != 0;

			// Setup camera		
			dx.Transform.Projection = Matrix.PerspectiveFovLH(
								(float)Math.PI / 4, 640f / 480f, 50.0f, 2000.0f);
			dx.Transform.View = Matrix.LookAtLH(new Vector3(0, 0, -220),
						new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f));
			
			// Use mip map
			dx.SamplerState[0].MipFilter = TextureFilter.Linear;
			dx.SamplerState[0].MinFilter = TextureFilter.Linear;
			dx.SamplerState[0].MagFilter = TextureFilter.Linear;
			
			// Adjust mesh to fit view port	
			Vector3 center;
			float radius = mMesh.BoundingSphereMin(out center);			
			dx.Transform.World = Matrix.Translation(-1*center)
								* Matrix.Scaling(1/radius, 1/radius, 1/radius)
								* Matrix.Scaling(90, 90, 90)
								* Matrix.RotationQuaternion(mOrientation);
			
			// Draw mesh using mesh specified materials
			mMesh.Draw(true);
			
			// For an interesting effect, comment above line and uncomment following lines
			//dx.Material = GraphicsUtility.InitMaterial(Color.Red);
			//mMesh.Draw(true);
		}