/// <summary> /// The render method is called every frame and updates the propellers /// </summary> /// <param name="renderMode"></param> /// <param name="transforms"></param> /// <param name="currentCamera"></param> public override void Render(VisualEntity.RenderMode renderMode, MatrixTransforms transforms, CameraEntity currentCamera) { // Render the propeller updates foreach (PropellerEntity propellerEntity in propellerEntities) { propellerEntity.Render(renderMode, transforms, currentCamera); } // Render this entity base.Render(renderMode, transforms, currentCamera); }
/// <summary> /// The render method gets called every frame iteration to render the new frame /// </summary> /// <param name="renderMode">The current render mode</param> /// <param name="transforms">The matrix transformations to be applied</param> /// <param name="currentCamera">The curren camera</param> public override void Render(VisualEntity.RenderMode renderMode, MatrixTransforms transforms, CameraEntity currentCamera) { // Render the propeller shape RenderShape(renderMode, transforms, propellerShapeProperties, Meshes[0]); }