public void PreDrawnPhase(Microsoft.Xna.Framework.GameTime gt, PloobsEngine.SceneControl.IWorld mundo, PloobsEngine.SceneControl.IObject obj, PloobsEngine.Cameras.ICamera cam, IList <PloobsEngine.Light.ILight> lights, PloobsEngine.SceneControl.RenderHelper render)
        {
            Vector3 pos = obj.PhysicObject.Position;

            render.RenderSceneToTextureCube(RenderTargetCube,
                                            Color.AliceBlue, mundo, ref pos, gt, true, false, new List <PloobsEngine.SceneControl.IObject>()
            {
                obj
            });
        }
示例#2
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 /// <summary>
 /// Pre drawn Function.
 /// Called before all the objects are draw
 /// </summary>
 /// <param name="gt">The gt.</param>
 /// <param name="mundo">The mundo.</param>
 /// <param name="obj">The obj.</param>
 /// <param name="cam">The cam.</param>
 /// <param name="lights">The lights.</param>
 /// <param name="render">The render.</param>
 public void PreDrawnPhase(GameTime gt, PloobsEngine.SceneControl.IWorld mundo, PloobsEngine.SceneControl.IObject obj, PloobsEngine.Cameras.ICamera cam, System.Collections.Generic.IList <PloobsEngine.Light.ILight> lights, PloobsEngine.SceneControl.RenderHelper render)
 {
 }
示例#3
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 /// <summary>
 /// Update.
 /// </summary>
 /// <param name="gametime">The gametime.</param>
 /// <param name="obj">The obj.</param>
 /// <param name="world">The world.</param>
 /// ///
 public void Update(GameTime gametime, PloobsEngine.SceneControl.IObject obj, PloobsEngine.SceneControl.IWorld world)
 {
     _terrainModel.Update(world.CameraManager.ActiveCamera);
 }
示例#4
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 public void Update(Microsoft.Xna.Framework.GameTime gametime, PloobsEngine.SceneControl.IObject obj, PloobsEngine.SceneControl.IWorld world)
 {
     ForwardEnvironmentShader.Update(gametime, obj, world.Lights);
 }