/// <summary> /// Draw method for the entire skybox /// </summary> /// <param name="gt">The game time</param> /// <param name="cam">The camera class</param> /// <param name="playerPos">The players position</param> public void Draw(Matrix v, Matrix Projection, GraphicsDevice gd) { Matrix worldMatrix = Matrix.Identity; e.Begin(); e.Techniques[0].Passes[0].Begin(); world.SetValue(worldMatrix); view.SetValue(v); projection.SetValue(Projection); diffuseTex.SetValue(text); e.CommitChanges(); gd.RenderState.CullMode = CullMode.None; gd.RenderState.DepthBufferWriteEnable = false; sphere.draw(gd); gd.RenderState.DepthBufferWriteEnable = true; gd.RenderState.CullMode = CullMode.CullCounterClockwiseFace; e.Techniques[0].Passes[0].End(); e.End(); }
/// <summary> /// Draw method for the entire skybox /// </summary> /// <param name="gt">The game time</param> /// <param name="cam">The camera class</param> /// <param name="playerPos">The players position</param> public void Draw(GameTime gt, Camera.CameraMatrices cam) { Matrix worldMatrix = Matrix.Identity; e.Begin(); e.Techniques[0].Passes[0].Begin(); world.SetValue(worldMatrix); view.SetValue(cam.View); projection.SetValue(cam.Projection); diffuseTex.SetValue(text); e.CommitChanges(); GraphicsDevice.RenderState.CullMode = CullMode.None; GraphicsDevice.RenderState.DepthBufferWriteEnable = false; cube.draw(GraphicsDevice, cam); GraphicsDevice.RenderState.DepthBufferWriteEnable = true; GraphicsDevice.RenderState.CullMode = CullMode.CullCounterClockwiseFace; e.Techniques[0].Passes[0].End(); e.End(); }