예제 #1
0
        /// <summary>
        /// Processes the light draw.
        /// </summary>
        /// <param name="gameTime">The game time.</param>
        /// <param name="render">The render.</param>
        /// <param name="camera">The camera.</param>
        /// <param name="objects">The objects.</param>
        /// <param name="color">The color.</param>
        /// <param name="light">The light.</param>
        public void ProcessLightDraw(GameTime gameTime, SceneControl.RenderHelper render, SceneControl._2DScene.ICamera2D camera, List <SceneControl._2DScene.I2DObject> objects, Color color, PloobsEngine.Light2D.Light2D light)
        {
            render.RenderBegin(camera.View, null, SpriteSortMode.Deferred);

            foreach (var iobj in objects)
            {
                if (iobj.PhysicObject.Enabled == true)
                {
                    iobj.Material.LightDraw(gameTime, iobj, render, color, light);
                }
            }
            render.RenderEnd();
        }
예제 #2
0
 /// <summary>
 /// Processes the draw.
 /// </summary>
 /// <param name="uselayer">if set to <c>true</c> [uselayer].</param>
 /// <param name="gameTime">The game time.</param>
 /// <param name="render">The render.</param>
 /// <param name="camera">The camera.</param>
 /// <param name="objects">The objects.</param>
 public void ProcessDraw(bool uselayer, GameTime gameTime, SceneControl.RenderHelper render, SceneControl._2DScene.ICamera2D camera, List <SceneControl._2DScene.I2DObject> objects)
 {
     if (uselayer)
     {
         render.RenderBegin(camera.View, null, SpriteSortMode.BackToFront);
     }
     else
     {
         render.RenderBegin(camera.View, null, SpriteSortMode.Deferred);
     }
     foreach (var iobj in objects)
     {
         if (iobj.PhysicObject.Enabled == true)
         {
             iobj.Material.Draw(gameTime, iobj, render);
         }
     }
     render.RenderEnd();
 }
 protected override void Update(GameTime gt, SceneControl._2DScene.ICamera2D camera)
 {
     Listener.Position = new Vector3(camera.Position, 0);
     SoundEngineInstance.Apply3D(Listener, Emiter);
 }