public void Render() { for (int i = 0; i < Material.PassCount; i++) { Material.Apply(i); PlatformRenderer.DrawTriangles(mesh, StartIndex, LastIndex - StartIndex); } }
private void Render(GameTime gameTime, IAether particle) { Matrix worldTransform; LeptonsManager.GetWorldTransform(particle, out worldTransform); IPhoton photon = particle as IPhoton; IMaterial material = (photon != null) ? photon.Material : null; if (photon != null && material != null) { ((IShaderMatrices)material).World = worldTransform; ((IShaderMatrices)material).View = this.View; ((IShaderMatrices)material).Projection = this.Projection; material.Apply(); material.ApplyTextures(photon.Textures); photon.Accept(material); return; } return; }