protected override void OnDraw3D() { //if( Screen.ModalDialog == this.Parent ) { // Draw the tile SetLevelTransform(m_level, Position); if (m_game.Sky != null) { m_level.Lights.AmbientLight.Colour = m_game.Sky.AmbientColour; m_level.Lights.SkyLight.Active = (m_game.Sky.LightColour.LengthSquared > 0.0f); m_level.Lights.SkyLight.Colour = m_game.Sky.LightColour; m_level.Lights.SkyLight.Direction = m_game.Sky.LightDirection; m_level.Lights.SkyLight2.Active = (m_game.Sky.Light2Colour.LengthSquared > 0.0f); m_level.Lights.SkyLight2.Colour = m_game.Sky.Light2Colour; m_level.Lights.SkyLight2.Direction = m_game.Sky.Light2Direction; } m_level.Draw( m_game.Camera, drawShadows: false ); } }
private void CommonDraw() { if (m_level != null) { // Setup level lighting if (Game.Sky != null) { m_level.Lights.AmbientLight.Colour = Game.Sky.AmbientColour; m_level.Lights.SkyLight.Active = (Game.Sky.LightColour.LengthSquared > 0.0f); m_level.Lights.SkyLight.Colour = Game.Sky.LightColour; m_level.Lights.SkyLight.Direction = Game.Sky.LightDirection; m_level.Lights.SkyLight2.Active = (Game.Sky.Light2Colour.LengthSquared > 0.0f); m_level.Lights.SkyLight2.Colour = Game.Sky.Light2Colour; m_level.Lights.SkyLight2.Direction = Game.Sky.Light2Direction; } // Draw level m_level.Draw( Game.Camera, drawShadows: Game.User.Settings.Shadows ); } }