public LevelObject(BehaviourModel.ObjectBehaviourModel _behaviourmodel, RenderObject _renderaspect, ResourceCollectorXNA.Engine.Render.Materials.Material _material, RaycastBoundObject _raycastaspect, EditorData ed) { behaviourmodel = _behaviourmodel; renderaspect = _renderaspect; raycastaspect = _raycastaspect; editorAspect = ed; material = _material; }
public void ProceedObject(RenderObject AddedObject) { //тут решаем что за рыба и как её соотв рендерить. /* if (AddedObjectDescription.IsGrass) { } else {*/ if (AddedObject.isanimaated) { if (AddedObject.isshadowcaster && EnableShadows) AddedObject.ShadowTehnique = Shader.CreateAnimShadowMap; if (AddedObject.isshadowreceiver) if (EnableShadows) if (SmoothShadows) AddedObject.PictureTehnique = Shader.AnimRenderSMSmooth; else AddedObject.PictureTehnique = Shader.AnimRenderSM; else AddedObject.PictureTehnique = Shader.AnimRenderNoSM; } else { if (AddedObject.isshadowcaster && EnableShadows) AddedObject.ShadowTehnique = Shader.CreateStaticShadowMap; if (AddedObject.isshadowreceiver) if (EnableShadows) if (SmoothShadows) AddedObject.PictureTehnique = Shader.NotAnimRenderSMSmooth; else AddedObject.PictureTehnique = Shader.NotAnimRenderSM; else AddedObject.PictureTehnique = Shader.NotAnimRenderNoSM; else AddedObject.PictureTehnique = Shader.NotAnimRenderNoSM; } //} }