public void Render(IEffect effect) { effect.SetTexture("tex0", _noTexture); effect.CommitChanges(); _vertexRenderer.RenderForShader(PrimitiveType.LineList, 0, 3); }
public void Render(ModelInstance modelInstance, IEffect effect) { foreach (var meshInstance in modelInstance.MeshInstances) { var renderer = GetRendererFor(meshInstance); var dataStream = renderer.LockVertexBuffer(); dataStream.WriteRange(meshInstance.VertexBuffer); renderer.UnlockVertexBuffer(); if (meshInstance.TextureArea == null) { meshInstance.TextureArea = _graphicsContext.GetTexture(meshInstance.TextureName); } if (meshInstance.TextureName != _lastTextureName) { _lastTextureName = meshInstance.TextureName; effect.SetTexture("tex0", meshInstance.TextureArea); effect.CommitChanges(); } renderer.RenderForShader(PrimitiveType.TriangleList, 0, meshInstance.TriangleCount); } }