// Andre Berthiaume: used delegates for effects list public override void draw(ApplyBasicEffect NewEffect) { foreach (ModelMesh mesh in mModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { NewEffect(effect, mesh.Name); effect.World = mMatBones[mesh.ParentBone.Index] * mMatWorld; effect.View = GameEngine.Instance.sceneCurrent.CamView; effect.Projection = GameEngine.Instance.sceneCurrent.CamProjection; //effect.CommitChanges(); } mesh.Draw(); } }
public virtual void draw(ApplyBasicEffect NewEffect) { }