public FrameRateCounter(Game game, Vector3 location, XNA_ShapeDrawer debugDraw) : base(game) { content = new ContentManager(game.Services); m_location = location; m_debugDraw = debugDraw; }
public FrameRateCounter(Game game, Vector3 location, XNA_ShapeDrawer debugDraw) : base(game) { content = new ContentManager(game.Services); m_location = location; m_debugDraw = debugDraw; }
public TriangleGlDrawcallback(XNA_ShapeDrawer shapeDrawer) { m_shapeDrawer = shapeDrawer; }
private IndexedMatrix matrix; // not included up till now public XNADrawcallback(XNA_ShapeDrawer shapeDrawer,ref IndexedMatrix m) { m_wireframe = false; m_shapeDrawer = shapeDrawer; matrix = m; }
//---------------------------------------------------------------------------------------------- public void OverrideXNAShapeDrawer(XNA_ShapeDrawer shapeDrawer) { }
//---------------------------------------------------------------------------------------------- public virtual void Cleanup() { //#ifndef BT_NO_PROFILE // CProfileManager::Release_Iterator(m_profileIterator); //#endif //BT_NO_PROFILE int i = BulletGlobals.s_collisionAlgorithmInstanceCount; m_shootBoxShape = null; m_shapeDrawer = null; }
//---------------------------------------------------------------------------------------------- protected override void LoadContent() { //GraphicsDevice.Reset(); base.LoadContent(); // This needs to be here so that the GraphicsDevice has been created first. //VertexDeclaration vertexDeclaration = new VertexDeclaration(GraphicsDevice, VertexPositionColor.VertexElements); //BasicEffect basicEffect = new BasicEffect(GraphicsDevice, null); //m_debugDraw = new DefaultDebugDraw(vertexDeclaration,basicEffect); //debugMode = DebugDrawModes.DBG_DrawWireframe | DebugDrawModes.DBG_DrawConstraints | DebugDrawModes.DBG_DrawConstraintLimits; //DebugDrawModes debugMode = DebugDrawModes.DBG_DrawConstraints | DebugDrawModes.DBG_DrawConstraintLimits | DebugDrawModes.DBG_DrawWireframe; DebugDrawModes debugMode = DebugDrawModes.DBG_DrawConstraints | DebugDrawModes.DBG_DrawConstraintLimits; m_shapeDrawer = new XNA_ShapeDrawer(this); m_debugDraw = m_shapeDrawer; m_debugDraw.SetDebugMode(debugMode); BulletGlobals.gDebugDraw = m_debugDraw; m_shapeDrawer.LoadContent(); m_shapeDrawer.EnableTexture(true); m_enableshadows = true; }
public TriangleGlDrawcallback(XNA_ShapeDrawer shapeDrawer) { m_shapeDrawer = shapeDrawer; }
private IndexedMatrix matrix; // not included up till now public XNADrawcallback(XNA_ShapeDrawer shapeDrawer, ref IndexedMatrix m) { m_wireframe = false; m_shapeDrawer = shapeDrawer; matrix = m; }