public void Draw(Effect effect, Transformations transformations, Vector3 position, float scale) { device.DepthStencilState = DepthStencilState.Default; device.RasterizerState = RasterizerState.CullCounterClockwise; device.BlendState = BlendState.Opaque; effect.Parameters["xWorld"].SetValue(Matrix.CreateScale(scale) * Matrix.CreateTranslation(position)); effect.Parameters["xView"].SetValue(transformations.View); effect.Parameters["xProjection"].SetValue(transformations.Projection); effect.CurrentTechnique.Passes[0].Apply(); device.Indices = indexBuffer; device.SetVertexBuffer(vertexBuffer); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, 12); }
public void Draw(Transformations transformations) { Effect effect = GameEngine.GetInstance().ResourceManager.GetEffect("regulareffect"); device.DepthStencilState = DepthStencilState.Default; device.RasterizerState = RasterizerState.CullCounterClockwise; device.BlendState = BlendState.Opaque; effect.Parameters["xWorld"].SetValue(transformations.World); effect.Parameters["xView"].SetValue(transformations.View); effect.Parameters["xProjection"].SetValue(transformations.Projection); effect.CurrentTechnique.Passes[0].Apply(); device.Indices = indexBuffer; device.SetVertexBuffer(vertexBuffer); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, 12); }