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 }); }
/// <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) { }
/// <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); }
public void Update(Microsoft.Xna.Framework.GameTime gametime, PloobsEngine.SceneControl.IObject obj, PloobsEngine.SceneControl.IWorld world) { ForwardEnvironmentShader.Update(gametime, obj, world.Lights); }