public override void Update(GraphicsDevice GD, GameSceneVariables GSV, GameTime GT = null, MouseState?MS = null, KeyboardState?KS = null) { for (int i = 0; i < GSV.WaterSize; i++) { for (int j = 0; j < GSV.WaterSize; j++) { if (Indices[i, j] != null) { var Distortion = Utils.applyDistortion(new Vector3((i * Spacing) - Spacing / 2f, -85, (j * Spacing) - Spacing / 2f)); Distortion.X += TotalWaterSizeX * -0.5f + Spacing * 0.5f; Distortion.Z += TotalWaterSizeZ * -0.5f + Spacing * 0.5f; //for(int k = 0; k != Indices[i, j].Count(); k++) //{ // Vertices[Indices[i, j][k]].Position = Distortion; //} foreach (var b in Indices[i, j]) { Vertices[b].Position = Distortion; } } } } Utils.GenerateNormals(ref Vertices); VertexBuffer.SetData(Vertices); }
public override void Update(GraphicsDevice GD, GameSceneVariables GSV, GameTime GT = null, MouseState?MS = null, KeyboardState?KS = null) { }
public override void Update(GraphicsDevice GD, GameSceneVariables GSV, GameTime GT = null, MouseState?MS = null, KeyboardState?KS = null) { //All of the movement is done in the shader with the help of the GS, PS and VS return; }