/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here camera = new Camera(this,new Vector3(0,25,15),new Vector3(0,25,0), Vector3.Up); Components.Add(camera); modelManger = new ModelManager(this); Components.Add(modelManger); base.Initialize(); }
public virtual void Draw(GraphicsDevice device,Camera camera) { Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = mesh.ParentBone.Transform*GetWorld(); effect.View = camera.view; effect.Projection = camera.projection; effect.TextureEnabled = true; } mesh.Draw(); } }
public override void Draw(GraphicsDevice device, Camera camera) { device.SamplerStates[0] = SamplerState.LinearWrap; base.Draw(device, camera); }
public override void Draw(GraphicsDevice device, Camera camera) { device.SamplerStates[0] = SamplerState.LinearClamp; skybox= Matrix.CreateScale(300f)* Matrix.CreateTranslation(camera.cameraPosition.X,0,camera.cameraPosition.Z); base.Draw(device, camera); }