Example #1
0
 public virtual void Update(GameTime gameTime, Camera camera)
 {
 }
Example #2
0
        public Effect GetEffectToUse(Camera camera)
        {
            if (!IsTransitionAnimationInProgress)
            {
                basicEffect.World = GetWorld();
                basicEffect.View = camera.View;
                basicEffect.Projection = camera.Projection;
                //basicEffect.VertexColorEnabled = true;
                basicEffect.Texture = texture;
                basicEffect.TextureEnabled = true;

                return basicEffect;
            }
            else {
                TAEffect.Parameters["World"].SetValue(GetWorld());
                TAEffect.Parameters["View"].SetValue(camera.View);
                TAEffect.Parameters["Projection"].SetValue(camera.Projection);
                TAEffect.Parameters["TextureOrigin"].SetValue(texture);
                TAEffect.Parameters["TextureDestiny"].SetValue(destinyTexture);
                TAEffect.Parameters["AlphaPercentaje"].SetValue(animationProgress);

                return TAEffect;
            }
        }
Example #3
0
        public virtual void Draw(Camera camera)
        {
            if (visible)
            {
                foreach (Cuadrado3D cuadrado in faces)
                {
                    cuadrado.Draw(camera);
                }

                /*foreach (GoTo cuadrado in listaGoTo)
                {
                    cuadrado.Draw(camera);
                }

                foreach (HotSpot cuadrdo in listaHotSpot)
                {
                    cuadrdo.Draw(camera);
                }*/
            }
        }
Example #4
0
        public virtual void Draw(Camera camera)
        {
            if (visible)
            {

                foreach (EffectPass pass in GetEffectToUse(camera).CurrentTechnique.Passes)
                {
                    pass.Apply();
                    graphicsDevice.BlendState = BlendState.AlphaBlend;
                    //graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleStrip, verts, 0, 2);
                    graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleStrip, verts, 0, 2);
                    graphicsDevice.BlendState = BlendState.Opaque;
                }
            }
        }
Example #5
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            Texture2D[] listaTexturas = new Texture2D[4];
            listaTexturas[0] = Content.Load<Texture2D>(@"AssetsTest\paseoVirtual01\east01");
            listaTexturas[1] = Content.Load<Texture2D>(@"AssetsTest\paseoVirtual01\north01");
            listaTexturas[2] = Content.Load<Texture2D>(@"AssetsTest\paseoVirtual01\south01");
            listaTexturas[3] = Content.Load<Texture2D>(@"AssetsTest\paseoVirtual01\west01");
            space = new HotSpace(this.GraphicsDevice, "Pruebas", listaTexturas, false);

            cuad = new Cuadrado3D(GraphicsDevice, Content.Load<Texture2D>(@"AssetsTest\paseoVirtual01\east01"));
            cuad.Position = new Vector3(0.0f, 0.0f, -1.0f);
            cam = new Camera(this, Vector3.Zero, new Vector3(0, 0, -1), Vector3.Up);
            Components.Add(cam);
            // TODO: use this.Content to load your game content here
        }