public void Render(Vector3 color) { graphicsDevice.SetTopology(PrimitiveTopology.TriangleList); graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.SetIndexBuffer(indexBuffer, 0); effect.SetVariable("ViewProj", "TestX", viewProj, ShaderType.VertexShader); effect.Apply(); graphicsDevice.DrawIndexed(indices.Length, 0, 0); }
private void DrawBatches() { foreach (var rb in renderBatches) { if (rb.texture != currentTexture) { effect.SetTexture(rb.texture, 0, ShaderType.PixelShader); currentTexture = rb.texture; } effect.Apply(); graphicsDevice.Draw(rb.numVertices, rb.offset); } }