public void RenderDebugLines(GameTime gameTime, ref IndexedMatrix view, ref IndexedMatrix projection) { m_debugEffect.World = Matrix.Identity; m_debugEffect.View = view.ToMatrix(); m_debugEffect.Projection = projection.ToMatrixProjection(); if (m_lineIndex > 0) { foreach (EffectPass pass in m_debugEffect.CurrentTechnique.Passes) { pass.Apply(); m_game.GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, m_lineVertices, 0, m_lineIndex / 2); } } m_lineIndex = 0; }
private void DrawPrimitives(GameTime gameTime, ref IndexedMatrix view, ref IndexedMatrix projection) { Matrix mView = view.ToMatrix(); Matrix mProj = projection.ToMatrixProjection(); DrawPrimitives(gameTime, mView, mProj); }