public override void Render(Graphics2D.IRenderConfiguration renderConfig, RenderManager renderManager, IMaterial materialToUse)
        {
            /*if (StaticMesh.IsCollisionOnly)
             * {
             *  return;
             * }*/

            base.Render(renderConfig, renderManager, materialToUse);

            Performance.StartAppendAggreate("Setup");
            Matrix worldViewProj = WorldMatrix * renderManager.ViewTarget.ViewMatrix * renderManager.ViewTarget.ProjectionMatrix;

            materialToUse.ApplyParameters(worldViewProj);
            Performance.EndAppendAggreate("Setup");

            /*if (StaticMesh.DiffuseTexture != null)
             * {
             *  Performance.StartAppendAggreate("Setup Texture");
             *  materialToUse.Effect.Parameters["Texture"].SetValue(StaticMesh.DiffuseTexture);
             *  materialToUse.Effect.CurrentTechnique.Passes[0].Apply();
             *  Performance.EndAppendAggreate("Setup Texture");
             * }*/

            Performance.StartAppendAggreate("Render Mesh");
            StaticMesh.Render();
            Performance.EndAppendAggreate("Render Mesh");
        }
示例#2
0
        public override void Render(IRenderConfiguration renderConfig, RenderManager renderManager, IMaterial materialToUse)
        {
            base.Render(renderConfig, renderManager, materialToUse);

            Performance.StartAppendAggreate("Setup");
            Matrix worldViewProj = WorldMatrix * renderManager.ViewTarget.ViewMatrix * renderManager.ViewTarget.ProjectionMatrix;

            materialToUse.ApplyParameters(worldViewProj);
            Performance.EndAppendAggreate("Setup");

            Performance.StartAppendAggreate("Render Mesh");
            //SkeletalMesh.Render();
            Performance.EndAppendAggreate("Render Mesh");

            /*SkeletalMesh.SetAnimationTime(AnimationTime);
             * for (int i = 0; i < SkeletalMesh.MeshParts.Count; i++)
             * {
             *  RenderMeshPart(SkeletalMesh.MeshParts[i], renderManager, renderConfig, materialToUse);
             * }
             *
             * for (int i = 0; i < SkeletalMesh.RootBone.ChildBones.Length; i++)
             * {
             *  //DrawBone(SkeletalMesh.RootBone.ChildBones[i], renderManager, renderConfig);
             * }*/
        }