/// <summary> /// Constructor. The graphics device must be sent along, as it is needed to create new vertex buffers. /// The particle cloud system is also required, since the leaves are represented as a particle cloud. /// </summary> /// <param name="device">The graphics device.</param> /// <param name="cloudSystem">The particle cloud system. One system can be shared among many tree generators.</param> public TreeGenerator(GraphicsDevice device, ParticleCloudSystem cloudSystem, Effect trunk) { graphicsDevice = device; this.cloudSystem = cloudSystem; //trunkEffect = new BasicEffect(device, new EffectPool()); // Load the tree effect. trunkEffect = trunk; }
} //? sortedTechnique : unsortedTechnique #endregion /// <summary> /// Creates an empty particle cloud. /// </summary> /// <param name="system">The particle cloud system used to draw the particles. You only need one system for all your clouds.</param> public ParticleCloud(ParticleCloudSystem system) { Debug.Assert(system != null, "A null ParticleCloudSystem was passed to a ParticleCloud. It must be non-null."); this.system = system; }