public void Draw(GameTime gametime, Camera camera) { wings.Draw(gametime, camera); body.Draw(gametime, camera); tail.Draw(gametime, camera); c.Draw(gametime, camera); }
public void Draw(GameTime gt, Camera camera) { Matrix baseworld = Transformation; foreach (ModelMesh mesh in Model.Meshes) { Matrix localworld = modeltransforms[mesh.ParentBone.Index] * baseworld; foreach (ModelMeshPart meshpart in mesh.MeshParts) { Effect effect = meshpart.Effect; if (effect is BasicEffect) { ((BasicEffect)effect).World = localworld; ((BasicEffect)effect).View = camera.View; ((BasicEffect)effect).Projection = camera.Projection; ((BasicEffect)effect).EnableDefaultLighting(); if (Texture2D != null) { ((BasicEffect)effect).Texture = Texture2D; } } else { setEffectParameter(effect, "World", localworld); setEffectParameter(effect, "View", camera.View); setEffectParameter(effect, "Projection", camera.Projection); } } mesh.Draw(); } }
protected override void Initialize() { spriteBatch = new SpriteBatch(GraphicsDevice); cam = new TargetCamera(new Vector3(0, 0, 100), Vector3.Zero, GraphicsDevice); sph = new Sphere(new Vector3(30, 0, 0), 10, Color.Violet, GraphicsDevice); sph2 = new Sphere(new Vector3(-30, 0, 0), 10, Color.LightGreen, GraphicsDevice); drawables.Add(sph); drawables.Add(sph2); }
public void Draw(GameTime gametime, Camera camera) { effect.World = Matrix.CreateTranslation(Position) * transfomation; effect.View = camera.View; effect.Projection = camera.Projection; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); graphicd.DrawUserIndexedPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, nvertices, indices, 0, indices.Length / 3); } }
public void Draw(GameTime gametime, Camera camera) { effect.View = camera.View; effect.World = Matrix.Identity; effect.Projection = camera.Projection; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); graphics.DrawUserIndexedPrimitives<VertexPositionNormalTexture>(PrimitiveType.TriangleList, vertices, 0, nvertices, indices, 0, indices.Length / 3); } }
public void Draw(GameTime gametime, Camera cam) { effect.Projection = cam.Projection; effect.View = cam.View; effect.World = Matrix.CreateScale(scale) * Matrix.CreateTranslation(Position) * Transformation; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); Graphics.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, cube, 0, 6); } }
public void Draw(GameTime gt, Camera cam) { cube.Draw(gt, cam); }
public void Draw(GameTime gametime, Camera camera) { sphere.Draw(gametime, camera); }