예제 #1
0
 public override void Draw3D(Camera3D camera, GameObjectTag DrawTag)
 {
     PointEffect.SetFromCamera(camera);
     PointEffect.SetFromObject(this);
     Render.DrawModel(PointModel, PointEffect.MyEffect);
     base.Draw3D(camera, DrawTag);
 }
 public override void Draw3D(Camera3D camera, GameObjectTag DrawTag)
 {
     if (EditorSelected)
     {
         RingEffect.SetFromCamera(camera);
         RingEffect.SetFromObject(this);;
         Render.DrawModel(RingModel, RingEffect.MyEffect);
         base.Draw3D(camera, DrawTag);
     }
 }
예제 #3
0
 public static void DrawModel(Model model, EffectValue effect, Camera3D camera, Basic3DObject obj)
 {
     if (model != null && effect.get() != null)
     {
         _3DEffect effect3D = (_3DEffect)effect.Holder;
         effect3D.SetFromObject(obj);
         effect3D.SetFromCamera(camera);
         DrawModel(model, effect3D.MyEffect);
     }
 }
예제 #4
0
        public override void Draw3D(Camera3D camera, GameObjectTag DrawTag)
        {
            if (MyModel.get() != null && MyEffect.get() != null)
            {
                Game1.graphicsDevice.BlendState = BlendState.AlphaBlend;
                _3DEffect effect3D = (_3DEffect)MyEffect.Holder;

                effect3D.SetFromObject(this);
                effect3D.SetFromCamera(camera);

                Render.DrawModel(MyModel.get(), MyEffect.get());
            }
            base.Draw3D(camera, DrawTag);
        }
        public override void Draw3D(Camera3D camera, GameObjectTag DrawTag)
        {
            ColorEffectHolder.SetFromObject(this);
            ColorEffectHolder.SetFromCamera(camera);

            foreach (EffectPass pass in ColorEffectHolder.MyEffect.CurrentTechnique.Passes)
            {
                pass.Apply();


                Game1.graphics.GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionColor>(
                    PrimitiveType.LineList,
                    PointList,
                    0,             // vertex buffer offset to add to each element of the index buffer
                    PointCount,    // number of vertices in pointList
                    Indicies,      // the index buffer
                    0,             // first index element to read
                    PointCount / 2 // number of primitives to draw
                    );
            }
        }