public DrawWrapper(SpriteBatch batch, GraphicsDevice device, AssetManager assetsManager) { GlobalScale = 1f; spriteBatch = batch; graphicsDevice = device; deviceWidth = graphicsDevice.Viewport.Width; Assets = assetsManager; basicEffect = new BasicEffect(device) { VertexColorEnabled = true, World = Matrix.Identity, View = Matrix.Identity, }; guiEffect = (BasicEffect) basicEffect.Clone(); SetProjectionMatrix(standardWidth, standardHeight); ScreenSize = new Vector2(graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height); displayWidth = standardWidth; displayHeight = standardHeight; }
public void LoadModel(ContentManager content, BasicEffect effect) { Model model = content.Load<Model>(MODEL_PATH); int i = 0; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect currentEffect in mesh.Effects) this.textures[i++] = currentEffect.Texture; foreach (ModelMeshPart meshPart in mesh.MeshParts) meshPart.Effect = effect.Clone(); } this.model = model; }
public void LoadModel(ContentManager content, BasicEffect effect) { float radius = 0f; if (this.Type == PowerupType.Shield) { this.Model = content.Load<Model>(SHIELD_MODEL_PATH); this.Texture = content.Load<Texture2D>(SHIELD_TEXTURE_PATH); } else { this.Model = content.Load<Model>(SHRINK_MODEL_PATH); this.Texture = content.Load<Texture2D>(SHRINK_TEXTURE_PATH); } foreach (ModelMesh mesh in this.Model.Meshes) { radius = Math.Max(radius, mesh.BoundingSphere.Radius); foreach (BasicEffect currentEffect in mesh.Effects) this.Texture = currentEffect.Texture; foreach (ModelMeshPart meshPart in mesh.MeshParts) meshPart.Effect = effect.Clone(); } this.BoundingSphere = new BoundingSphere(this.Position, radius * 300f); }
public void LoadModelAndTexture(ContentManager content, BasicEffect effect) { float radius = 0f; this.Model = content.Load<Model>(MODEL_PATH); foreach (ModelMesh mesh in this.Model.Meshes) { radius = Math.Max(radius, mesh.BoundingSphere.Radius); foreach (BasicEffect currentEffect in mesh.Effects) this.Texture = currentEffect.Texture; foreach (ModelMeshPart meshPart in mesh.MeshParts) meshPart.Effect = effect.Clone(); } this.BoundingSphere = new BoundingSphere(this.Position, radius); this.Texture = content.Load<Texture2D>(TEXTURE_PATH); }
private Model LoadModel(ContentManager Content, String skyboxName, out Texture2D[] textures) { Effect effect = new BasicEffect(game.GraphicsDevice); Model newModel = Content.Load<Model>("Skyboxes/" + skyboxName+"/skybox"); textures = new Texture2D[newModel.Meshes.Count]; int i = 0; foreach (ModelMesh mesh in newModel.Meshes) foreach (BasicEffect currentEffect in mesh.Effects) textures[i++] = currentEffect.Texture; foreach (ModelMesh mesh in newModel.Meshes) foreach (ModelMeshPart meshPart in mesh.MeshParts) meshPart.Effect = effect.Clone(); return newModel; }