Represents an effect that supports skinning, normal, specular and diffuse textures, and phong lighting with multiple point light sources. This effect can use shader model 2.0 or 3.0, according to the number of lights enabled.
Inheritance: Microsoft.Xna.Framework.Graphics.Effect
        internal static SkinnedModelBasicEffect Read(ContentReader input)
        {
            IGraphicsDeviceService graphicsDeviceService = (IGraphicsDeviceService)
                                                           input.ContentManager.ServiceProvider.GetService(typeof(IGraphicsDeviceService));

            GraphicsDevice graphicsDevice = graphicsDeviceService.GraphicsDevice;

            //ResourceContentManager cnt = new ResourceContentManager(input.ContentManager.ServiceProvider, Resource1.ResourceManager);            z
#if WINDOWS
            SkinnedModelBasicEffect basicEffect = new SkinnedModelBasicEffect(graphicsDevice, Resource1.SkinnedModelEffect);
#else
            SkinnedModelBasicEffect basicEffect = new SkinnedModelBasicEffect(graphicsDevice, Resource1.SkinnedModelEffect2);
#endif


            input.ReadVector3();
            input.ReadVector3();
            input.ReadVector3();
            input.ReadSingle();

            basicEffect.DiffuseMapEnabled  = input.ReadBoolean();
            basicEffect.NormalMapEnabled   = input.ReadBoolean();
            basicEffect.SpecularMapEnabled = input.ReadBoolean();
            basicEffect.DiffuseMap         = input.ReadObject <Texture2D>();;
            basicEffect.NormalMap          = input.ReadObject <Texture2D>();;
            basicEffect.SpecularMap        = input.ReadObject <Texture2D>();;

            return(basicEffect);
        }
        internal static SkinnedModelBasicEffect Read(ContentReader input)
        {
            IGraphicsDeviceService graphicsDeviceService = (IGraphicsDeviceService)
                    input.ContentManager.ServiceProvider.GetService(typeof(IGraphicsDeviceService));

            GraphicsDevice graphicsDevice = graphicsDeviceService.GraphicsDevice;

            //ResourceContentManager cnt = new ResourceContentManager(input.ContentManager.ServiceProvider, Resource1.ResourceManager);            z
#if WINDOWS           
            SkinnedModelBasicEffect basicEffect = new SkinnedModelBasicEffect(graphicsDevice, Resource1.SkinnedModelEffect);
#else
            SkinnedModelBasicEffect basicEffect = new SkinnedModelBasicEffect(graphicsDevice, Resource1.SkinnedModelEffect2);
#endif
            

            input.ReadVector3();
            input.ReadVector3();
            input.ReadVector3();
            input.ReadSingle();

            basicEffect.DiffuseMapEnabled = input.ReadBoolean();
            basicEffect.NormalMapEnabled = input.ReadBoolean();
            basicEffect.SpecularMapEnabled = input.ReadBoolean();
            basicEffect.DiffuseMap = input.ReadObject<Texture2D>(); ;
            basicEffect.NormalMap = input.ReadObject<Texture2D>(); ;
            basicEffect.SpecularMap = input.ReadObject<Texture2D>(); ;            

            return basicEffect;
        }
 /// <summary>Initializes a new instance of the 
 /// <see cref="T:XNAnimation.Effects.SkinnedModelBasicEffect" />
 /// class.
 /// </summary>
 /// <param name="graphicsDevice">The graphics device that will create the effect.</param>
 /// <param name="clone">The effect to clone.</param>
 protected SkinnedModelBasicEffect(GraphicsDevice graphicsDevice, SkinnedModelBasicEffect clone)
     : base(clone)
 {
     CacheEffectParams();
 }
 /// <summary>Initializes a new instance of the
 /// <see cref="T:XNAnimation.Effects.SkinnedModelBasicEffect" />
 /// class.
 /// </summary>
 /// <param name="graphicsDevice">The graphics device that will create the effect.</param>
 /// <param name="clone">The effect to clone.</param>
 protected SkinnedModelBasicEffect(GraphicsDevice graphicsDevice, SkinnedModelBasicEffect clone)
     : base(clone)
 {
     CacheEffectParams();
 }
        internal static SkinnedModelBasicEffect Read(ContentReader input)
        {
            Effect effect = input.ReadObject<Effect>();

            SkinnedModelBasicEffect basicEffect = new SkinnedModelBasicEffect(effect);

            basicEffect.material.EmissiveColor = input.ReadVector3();
            basicEffect.material.DiffuseColor = input.ReadVector3();
            basicEffect.material.SpecularColor = input.ReadVector3();
            basicEffect.material.SpecularPower = input.ReadSingle();

            basicEffect.DiffuseMapEnabled = input.ReadBoolean();
            basicEffect.NormalMapEnabled = input.ReadBoolean();
            basicEffect.SpecularMapEnabled = input.ReadBoolean();

            basicEffect.DiffuseMap = input.ReadExternalReference<Texture2D>();
            basicEffect.NormalMap = input.ReadExternalReference<Texture2D>();
            basicEffect.SpecularMap = input.ReadExternalReference<Texture2D>();

            basicEffect.lightEnabled = false;
            basicEffect.enabledLights = EnabledLights.One;

            return basicEffect;
        }
 /// <summary>Initializes a new instance of the 
 /// <see cref="T:XNAnimation.Effects.SkinnedModelBasicEffect" />
 /// class.
 /// </summary>
 /// <param name="graphicsDevice">The graphics device that will create the effect.</param>
 /// <param name="clone">The effect to clone.</param>
 protected SkinnedModelBasicEffect(SkinnedModelBasicEffect clone)
     : base(clone)
 {
     CacheEffectParams();
 }
        internal static SkinnedModelBasicEffect Read(ContentReader input)
        {
            IGraphicsDeviceService graphicsDeviceService = (IGraphicsDeviceService)
                    input.ContentManager.ServiceProvider.GetService(typeof(IGraphicsDeviceService));

            GraphicsDevice graphicsDevice = graphicsDeviceService.GraphicsDevice;
            SkinnedModelBasicEffect basicEffect = new SkinnedModelBasicEffect(graphicsDevice,
                (EffectPool)null);

            basicEffect.material.EmissiveColor = input.ReadVector3();
            basicEffect.material.DiffuseColor = input.ReadVector3();
            basicEffect.material.SpecularColor = input.ReadVector3();
            basicEffect.material.SpecularPower = input.ReadSingle();

            basicEffect.DiffuseMapEnabled = input.ReadBoolean();
            basicEffect.NormalMapEnabled = input.ReadBoolean();
            basicEffect.SpecularMapEnabled = input.ReadBoolean();
            basicEffect.DiffuseMap = input.ReadObject<Texture2D>(); ;
            basicEffect.NormalMap = input.ReadObject<Texture2D>(); ;
            basicEffect.SpecularMap = input.ReadObject<Texture2D>(); ;

            basicEffect.lightEnabled = false;
            basicEffect.enabledLights = EnabledLights.One;

            return basicEffect;
        }