public void Draw(Matrix view, Matrix projection) { effect.World = worldMatrix; effect.View = view; effect.Projection = projection; device.SetVertexBuffer(vertexBuffer); foreach (EffectPass CurrentPass in effect.CurrentTechnique.Passes) { CurrentPass.Apply(); device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); } }
//Draws the terrain public override void Draw(GameTime gameTime) { Game1 myGame = (Game1)Game; effect.World = Matrix.Identity; //No transformation of the terrain effect.View = myGame.camera.view; effect.Projection = myGame.camera.projection; effect.Texture = texture; effect.TextureEnabled = true; GraphicsDevice.SetVertexBuffer(vb); //Set vertices GraphicsDevice.Indices = ib; //Set indices foreach (EffectPass CurrentPass in effect.CurrentTechnique.Passes) { CurrentPass.Apply(); GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, numVertices, 0, numTriangles); //Draw all triangles that make up the mesh } base.Draw(gameTime); }