} // end of RenderObj Render() /// <summary> /// Render the runtime offline authored cursor model. /// </summary> /// <param name="camera"></param> /// <param name="l2w"></param> /// <param name="diffuse"></param> private static void RenderRunSim(Camera camera, Matrix l2w, Vector4 diffuse) { RunSimCursor model = RunSimCursor.GetInstance(); model.RenderColor = diffuse; model.Render(camera, ref l2w, null); }
/// <summary> /// Returns a static, shareable instance of a hover car sro. /// </summary> public static RunSimCursor GetInstance() { if (sroInstance == null) { sroInstance = new RunSimCursor(); sroInstance.XmlActor = XmlCursor; } return(sroInstance); }
} // end of Cursor3D RenderObj LoadContent() public void InitDeviceResources(GraphicsDevice device) { // // Generate the geometry. // MakeRing(device); MakeCone(device); RunSimCursor.GetInstance().InitDeviceResources(device); } // end of RenderObj Init()
} // end of RenderObj Init() public void UnloadContent() { effectCache.UnLoad(); BokuGame.Release(ref effect); BokuGame.Release(ref texture); BokuGame.Release(ref ibuf[0]); BokuGame.Release(ref vbuf[0]); BokuGame.Release(ref ibuf[1]); BokuGame.Release(ref vbuf[1]); RunSimCursor.GetInstance().UnloadContent(); } // end of Cursor3D RenderObj UnloadContent()
public void LoadContent(bool immediate) { // Init the effect. if (effect == null) { effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Standard"); ShaderGlobals.RegisterEffect("Standard", effect); effectCache.Load(effect, ""); } // Load the texture. if (texture == null) { texture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\Cursor3D"); } RunSimCursor.GetInstance().LoadContent(immediate); } // end of Cursor3D RenderObj LoadContent()