private void drawingSurface_Draw(object sender, DrawEventArgs e) { GraphicsDevice device = GraphicsDeviceManager.Current.GraphicsDevice; device.Clear(new Color(0, 0, 0)); // This allows you to see the inside of the cube when you pass into it. device.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; // Spin the cube. if (rotate) { Matrix rotation = Matrix.CreateRotationY(MathHelper.PiOver4 * (float)e.DeltaTime.TotalMilliseconds / 2000f); cube.World = cube.World * rotation; } // Create the view for the current camera position and direction. cameraTarget = cameraPosition + cameraLook; Matrix view = Matrix.CreateLookAt(cameraPosition, cameraTarget, Vector3.Up); cube.View = view; floor.View = view; // Draw the shapes. floor.Draw(device); cube.Draw(device); // Keep the drawing surface updated. e.InvalidateSurface(); }
private void drawingSurface_Draw(object sender, DrawEventArgs e) { GraphicsDevice device = GraphicsDeviceManager.Current.GraphicsDevice; device.Clear(new Color(0, 0, 0)); cube.Draw(device); cube2.Draw(device); cube3.Draw(device); }