public static void Draw() { // Vector3.Backward = fix for bad model pivot. Matrix world = Matrix.Translation(Position); RenderingFunctions.RenderMesh2(model[0], Vector3.Zero, "SimpleTexturedQuad.fx", "RenderDiffOnly", world); }
public static void DrawOrigin(Matrix mWorld) { Matrix world = Matrix.Scaling(2, 2, 2) * mWorld; RenderingFunctions.RenderMesh2(model[0], Vector3.Zero, "SimpleTexturedQuad.fx", "RenderDiffOnly", world); }