Example #1
0
 public void deform()
 {
     foreach (var paralleliped in parallelipeds)
     {
         paralleliped.transform(Meshc.multMatrix(g.map.deforming, deformation) + originalMesh);
         if (g.game.actualFrame % 180 == 0)
         {
             g.chunks.addVertexFall(paralleliped, this);
         }
     }
 }
Example #2
0
        public void render()
        {
            if (GameModel.debugMeshes)
            {
                Meshc.actualShader.SetValue("type", type);
                foreach (var mesh in meshes)
                {
                    mesh.Effect    = Meshc.actualShader;
                    mesh.Technique = Meshc.actualTechnique;
                    mesh.Transform = Meshc.multMatrix(g.map.deforming, deformation) + originalMesh;//mesh se transforma siempre porque se comparte

                    mesh.Render();
                }
            }
        }