/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.SkyBlue); // Draw the world. sceneRenderer.Begin(camera); world.Draw(sceneRenderer); sceneRenderer.End(); base.Draw(gameTime); }
protected void DrawCylinder(IList <Point3D> points, float height, float radius) { float y1 = 0.0f; float y2 = y1 + height; fScene.BeginTriangleStrip(); for (int j = 0; j < points.Count; ++j) { var pt = points[j]; fScene.Normal3f(pt.X / radius, 0.0f, pt.Z / radius); fScene.Vertex3f(pt.X, y1, pt.Z); fScene.Normal3f(pt.X / radius, 0.0f, pt.Z / radius); fScene.Vertex3f(pt.X, y2, pt.Z); } fScene.End(); }