public void Draw(GraphicsDevice device, BasicEffect effect, Matrix view, Matrix projection, Matrix world) { Meshes.ForEach(m => m.Draw(device, effect, view, projection, world)); }
public void CalculateMeshes(GraphicsDevice graphicsDevice) { // @TODO: Cache in a global buffer? If so, how to handle multiple textures? Meshes.ForEach(m => m.CalculateVertexArray(graphicsDevice)); }
public void LoadTextures(GraphicsDevice graphicsDevice, string basepath) { Meshes.ForEach(m => m.LoadTextures(graphicsDevice, basepath)); }