protected override void Draw(GameTime gameTime) { device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.CornflowerBlue, 1, 0); //draw model Matrix worldMatrix = Matrix.CreateScale(0.003f) * Matrix.CreateTranslation(0, 0, 0); myModel.CopyAbsoluteBoneTransformsTo(modelTransforms); foreach (ModelMesh mesh in myModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = modelTransforms[mesh.ParentBone.Index] * worldMatrix; effect.View = fpsCam.ViewMatrix; effect.Projection = fpsCam.ProjectionMatrix; } mesh.Draw(); } //draw coordcross cCross.Draw(fpsCam.ViewMatrix, fpsCam.ProjectionMatrix); base.Draw(gameTime); List <string> ppEffectsList = new List <string>(); ppEffectsList.Add("HorBlur"); ppEffectsList.Add("VerBlurAndGlow"); postProcessor.Parameters["xBlurSize"].SetValue(0.5f); postProcessor.PostProcess(ppEffectsList); }
protected override void Draw(GameTime gameTime) { device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1, 0); if (menusRunning) { spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.BackToFront, SaveStateMode.None); foreach (MenuWindow currentMenu in menuList) { currentMenu.Draw(spriteBatch); } spriteBatch.End(); Window.Title = "Menu running ..."; } else { device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Red, 1, 0); Window.Title = "Game running ..."; } List <string> ppEffectsList = new List <string>(); ppEffectsList.Add("HorBlur"); ppEffectsList.Add("VerBlur"); float blurRadius = (float)Math.Cos(gameTime.TotalGameTime.TotalMilliseconds / 1000.0f); if (blurRadius < 0) { blurRadius = 0; } postProcessor.Parameters["xBlurSize"].SetValue(blurRadius / 5.0f); postProcessor.PostProcess(ppEffectsList); base.Draw(gameTime); }