/// <summary> /// Processes the draw. /// </summary> /// <param name="uselayer">if set to <c>true</c> [uselayer].</param> /// <param name="gameTime">The game time.</param> /// <param name="render">The render.</param> /// <param name="camera">The camera.</param> /// <param name="objects">The objects.</param> public void ProcessDraw(bool uselayer, GameTime gameTime, SceneControl.RenderHelper render, SceneControl._2DScene.ICamera2D camera, List<SceneControl._2DScene.I2DObject> objects) { if(uselayer) render.RenderBegin(camera.View, null,SpriteSortMode.BackToFront); else render.RenderBegin(camera.View, null, SpriteSortMode.Deferred); foreach (var iobj in objects) { if (iobj.PhysicObject.Enabled == true) { iobj.Material.Draw(gameTime, iobj, render); } } render.RenderEnd(); }
/// <summary> /// Processes the light draw. /// </summary> /// <param name="gameTime">The game time.</param> /// <param name="render">The render.</param> /// <param name="camera">The camera.</param> /// <param name="objects">The objects.</param> /// <param name="color">The color.</param> /// <param name="light">The light.</param> public void ProcessLightDraw(GameTime gameTime, SceneControl.RenderHelper render, SceneControl._2DScene.ICamera2D camera, List<SceneControl._2DScene.I2DObject> objects, Color color, PloobsEngine.Light2D.Light2D light) { render.RenderBegin(camera.View, null, SpriteSortMode.Deferred); foreach (var iobj in objects) { if (iobj.PhysicObject.Enabled == true) { iobj.Material.LightDraw(gameTime, iobj, render, color, light); } } render.RenderEnd(); }