public void deform() { foreach (var paralleliped in parallelipeds) { paralleliped.transform(Meshc.multMatrix(g.map.deforming, deformation) + originalMesh); if (g.game.actualFrame % 180 == 0) { g.chunks.addVertexFall(paralleliped, this); } } }
public void render() { if (GameModel.debugMeshes) { Meshc.actualShader.SetValue("type", type); foreach (var mesh in meshes) { mesh.Effect = Meshc.actualShader; mesh.Technique = Meshc.actualTechnique; mesh.Transform = Meshc.multMatrix(g.map.deforming, deformation) + originalMesh;//mesh se transforma siempre porque se comparte mesh.Render(); } } }