public override void Draw(GameTime gameTime) { if (myGame.camera.BoundingVolumeIsInView(unit.BoundingSphere)) { cModel.Draw(gameTime); } base.Draw(gameTime); }
public void Draw(Matrix View, Matrix Projection, Vector3 CameraPosition) { // Disable the depth buffer graphics.DepthStencilState = DepthStencilState.None; // Move the model with the sphere model.Position = CameraPosition; model.Draw(View, Projection, CameraPosition); graphics.DepthStencilState = DepthStencilState.Default; }
public void Draw(Matrix View, Matrix Projection, Vector3 CameraPosition) { waterMesh.Draw(View, Projection, CameraPosition); }