public override void draw(ApplySkinnedEffect NewEffect) { Matrix[] bones = animationPlayer.GetSkinTransforms(); // Render the skinned mesh. foreach (ModelMesh mesh in mModel.Meshes) { foreach (Effect effect in mesh.Effects) { NewEffect(effect); effect.Parameters["Bones"].SetValue(bones); effect.Parameters["View"].SetValue(GameEngine.Instance.sceneCurrent.CamView); effect.Parameters["Projection"].SetValue(GameEngine.Instance.sceneCurrent.CamProjection); } mesh.Draw(); } }
public virtual void draw(ApplySkinnedEffect NewEffect) { }