/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); if (_showWireframe) { var rasterizerState = new RasterizerState { FillMode = FillMode.WireFrame }; GraphicsDevice.RasterizerState = rasterizerState; } else { var rasterizerState = new RasterizerState { FillMode = FillMode.Solid }; GraphicsDevice.RasterizerState = rasterizerState; } /* * var world = Matrix.CreateRotationX(_modelRotation) * Matrix.CreateRotationY(_modelRotation) * Matrix.CreateTranslation(_modelPosition); * var view = Matrix.CreateLookAt(_cameraPosition, Vector3.Zero, Vector3.Up); * var projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), _aspectRatio, 1.0f, 10000.0f); */ var world = Matrix.CreateRotationX(_cameraPosition.Y) * Matrix.CreateRotationY(_cameraPosition.X) * Matrix.CreateTranslation(0.0f, 0f, 5f); var view = Matrix.CreateLookAt(new Vector3(0, 0, _cameraPosition.Z), Vector3.Zero, Vector3.Up); var projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), _aspectRatio, 1.0f, 10000.0f); _testRsm.Draw(GraphicsDevice, _modelEffect, view, projection, world); //_testRsw.DrawAll(GraphicsDevice, _modelEffect, view, projection, world); base.Draw(gameTime); }
public void Draw(GraphicsDevice device, BasicEffect effect, Matrix view, Matrix projection, Matrix world) { RsmModel.Draw(device, effect, view, projection, world); }