public GeometryDrawer(Vector3 position) { //create the quad geometry = new DynamicQuadGeometry(); //setup the world matrix worldMatrix = Matrix.CreateTranslation(position); //create a basic lighting shader with some average looking lighting :-) MaterialShader material = new MaterialShader(); Vector3 lightDirection = new Vector3(-1, -1, -1); //a dramatic direction material.Lights = new MaterialLightCollection(); material.Lights.AddDirectionalLight(false, -lightDirection, Color.WhiteSmoke); material.SpecularColour = Color.LightYellow.ToVector3() * 0.5f; //Note: To use vertex colours with a MaterialShader, UseVertexColour has to be set to true material.UseVertexColour = true; this.shader = material; }
public GeometryDrawer(Vector3 position) { //create the quad geometry = new DynamicQuadGeometry(); //setup the world matrix worldMatrix = Matrix.CreateTranslation(position); //create a basic lighting shader with some average looking lighting :-) MaterialShader material = new MaterialShader(); material.SpecularColour = Color.LightYellow.ToVector3() * 0.5f; Vector3 lightDirection = new Vector3(-1, -1, -1); //a dramatic direction //Note: To use vertex colours with a MaterialShader, UseVertexColour has to be set to true material.UseVertexColour = true; //create a directional light MaterialLightCollection lights = new MaterialLightCollection(); lights.CreateDirectionalLight(-lightDirection, Color.WhiteSmoke); material.LightCollection = lights; this.shader = material; }