//draw a NON-TEXTURED primitive i.e. vertices (and possibly indices) defined by the user private void DrawObject(GameTime gameTime, PrimitiveObject primitiveObject, Camera3D activeCamera) { if (activeCamera.BoundingFrustum.Intersects(primitiveObject.BoundingSphere)) { primitiveObject.EffectParameters.SetParameters(activeCamera); primitiveObject.EffectParameters.SetWorld(primitiveObject.GetWorldMatrix()); primitiveObject.VertexData.Draw(gameTime, primitiveObject.EffectParameters.Effect); #if DEBUG debugDrawCount++; #endif } }
//draw a NON-TEXTURED primitive i.e. vertices (and possibly indices) defined by the user private void DrawObject(GameTime gameTime, PrimitiveObject primitiveObject) { BasicEffect effect = primitiveObject.Effect as BasicEffect; //W, V, P, Apply, Draw effect.World = primitiveObject.GetWorldMatrix(); effect.View = (this.Game as Main).CameraManager.ActiveCamera.View; effect.Projection = (this.Game as Main).CameraManager.ActiveCamera.ProjectionParameters.Projection; effect.DiffuseColor = primitiveObject.Color.ToVector3(); effect.Alpha = primitiveObject.Alpha; effect.CurrentTechnique.Passes[0].Apply(); primitiveObject.VertexData.Draw(gameTime, effect); }