// Andre Berthiaume: used delegates for effects list
        public override void draw(ApplyBasicEffect NewEffect)
        {
            foreach (ModelMesh mesh in mModel.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    NewEffect(effect, mesh.Name);
                    effect.World = mMatBones[mesh.ParentBone.Index] * mMatWorld;
                    effect.View = GameEngine.Instance.sceneCurrent.CamView;
                    effect.Projection = GameEngine.Instance.sceneCurrent.CamProjection;
                    //effect.CommitChanges();
                }
                mesh.Draw();

            }
        }
Esempio n. 2
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 public virtual void draw(ApplyBasicEffect NewEffect)
 {
 }