Esempio n. 1
0
        public ModelWrapper(Game game, Model model)
        {
            _model = model;
            _bones = new Matrix[_model.Bones.Count];
            _model.CopyAbsoluteBoneTransformsTo(_bones);

            foreach (var mesh in _model.Meshes)
            {
                foreach (var part in mesh.MeshParts)
                {
                    if (part.Effect is BasicEffect)
                    {
                        var oldBe = part.Effect as BasicEffect;
                        var newBe = new StockEffects.BasicEffect(game.GraphicsDevice);
                        newBe.CopyBasicEffect(oldBe);
                        newBe.SpecularPower        = 32;
                        newBe.OriginalDiffuseColor = oldBe.DiffuseColor;
                        newBe.EnableDefaultLighting();
                        //newBe.DiffuseColor = oldBe.DiffuseColor;
                        //newBe.OriginalDiffuseColor = oldBe.DiffuseColor;
                        //newBe.EmissiveColor = oldBe.EmissiveColor;
                        //newBe.AmbientLightColor = oldBe.AmbientLightColor;
                        part.Effect = newBe;
                    }
                }
            }
        }
Esempio n. 2
0
        public ModelWrapper( Game game, Model model)
        {
            _model = model;
            _bones = new Matrix[_model.Bones.Count];
            _model.CopyAbsoluteBoneTransformsTo(_bones);

            foreach (var mesh in _model.Meshes)
                foreach (var part in mesh.MeshParts)
                    if (part.Effect is BasicEffect)
                    {
                        var oldBe = part.Effect as BasicEffect;
                        var newBe = new StockEffects.BasicEffect(game.GraphicsDevice);
                        newBe.CopyBasicEffect(oldBe);
                        newBe.SpecularPower = 32;
                        newBe.OriginalDiffuseColor = oldBe.DiffuseColor;
                        newBe.EnableDefaultLighting();
                        //newBe.DiffuseColor = oldBe.DiffuseColor;
                        //newBe.OriginalDiffuseColor = oldBe.DiffuseColor;
                        //newBe.EmissiveColor = oldBe.EmissiveColor;
                        //newBe.AmbientLightColor = oldBe.AmbientLightColor;
                        part.Effect = newBe;
                    }
        }