public void DrawScene() { if (m_ready) { m_FPS.BeginFrame(); if (MdxRender.DeviceInfo.bDeviceLost) { AttemptRecovery(); } else { try { MdxRender.Dev.Clear(ClearFlags.ZBuffer | ClearFlags.Target, ClearColor, 1.0f, 0); MdxRender.Dev.Transform.View = Camera.GetViewMatrix(); MdxRender.Dev.Transform.World = Matrix.Identity; //todo: preview vs bsp mode if (PreviewManager.Mode != PreviewMode.ProjectMode) { MdxRender.SetZbufRange(0.01f, 300.0f); UpdateViewTransform(); } else { SetZbufRange(30.0f, 100000.0f); UpdateViewTransform(); } MdxRender.Dev.BeginScene(); if (!m_isPaused) { MdxRender.Dev.Material = whiteMaterial; //The beef of the matter if (PreviewManager.Mode != PreviewMode.ProjectMode) { PreviewManager.RenderActivePreview(); //mapViewButton.DrawButton(true); } else { #region DrawProject MdxRender.Dev.Material = whiteMaterial; MdxRender.Dev.RenderState.DiffuseMaterialSource = ColorSource.Material; MdxRender.Dev.RenderState.SpecularMaterialSource = ColorSource.Material; MdxRender.Dev.RenderState.SpecularEnable = false; //Render the skybox if we are in map view mode if (MdxRender.SkyBox != null) { //turn lighting off for skybox //MdxRender.Dev.RenderState.Lighting = false; //turn off fog or you won't be able to see the skybox through it if (MdxRender.FogEnabled) { MdxRender.Dev.SetRenderState(RenderStates.FogEnable, false); } //disable z-writing for the skybox since it is behind everything //and to get rid of that stupid clipping artifact MdxRender.Dev.RenderState.ZBufferWriteEnable = false; SkyBox.Render(); MdxRender.Dev.RenderState.ZBufferWriteEnable = true; //turn fog back on if (MdxRender.FogEnabled) { MdxRender.Dev.SetRenderState(RenderStates.FogEnable, true); } } else { //turn off fog when we are in model preview mode MdxRender.Dev.SetRenderState(RenderStates.FogEnable, false); } //draw the map BSP if (Halo1_Bsp != null) { MdxRender.Dev.RenderState.Lighting = true; Halo1_Bsp.DrawBsp(); TagBsp.Debug_RenderNearestNeighborVerts(); MdxRender.lightmapDebugger.Render(); //Halo1_Bsp.DrawWireframeBsp(); //MdxRender.Dev.RenderState.FillMode = FillMode.Solid; } //turn on lighting for scenery MdxRender.Dev.RenderState.Lighting = true; MdxRender.SM.DisableBlend(); //this necessary? //draw all ye map objects //MdxRender.Dev.RenderState.DiffuseMaterialSource = ColorSource.Material; //MdxRender.Dev.RenderState.SpecularMaterialSource = ColorSource.Material; //MdxRender.Dev.RenderState.SpecularEnable = true; ProjectManager.MapSpawns.Render(); #endregion if (m_showFPS) { DrawFPS(); } } } else { m_fontFPS.DrawText(null, "Rendering Paused", 3, 3, Color.White); Thread.Sleep(250); } } catch (Exception e) { Trace.WriteLine("Error during DrawScene(): " + e.Message); } finally { try { MdxRender.Dev.EndScene(); MdxRender.Dev.Present(); //SwapChain sc = MdxRender.Dev.GetSwapChain(0); //sc.Present(Present.LinearContent); } catch (DeviceLostException) { MdxRender.DeviceInfo.bDeviceLost = true; Trace.WriteLine("Device was lost."); } catch (Exception e) { Trace.WriteLine("Error during Device.Present(): " + e.Message); } } } m_FPS.EndFrame(); } }