protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); world3D.Draw(); base.Draw(gameTime); }
/// <summary> /// Vykreslí aktuální scénu a nebe na pozadí. /// </summary> /// <param name="gameTime">Herní čas.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Bisque); GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; DrawSky(); World3D.Draw(); DemoScenes[_currentDemo].Draw(); base.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { FPSFrames++; switch (state) { case GameState.Pause: Global.device.SetRenderTarget(null); Global.RenderTexture(world3D.FinalImage); DrawGUI(gameTime); break; case GameState.World: case GameState.WorldL: world3D.Draw(gameTime); Global.device.SetRenderTarget(null); Global.RenderTexture(world3D.FinalImage); DrawGUI(gameTime); break; } }