public GeometryDrawer(Vector3 position) { //NEW CODE //create the quad geometry = new QuadGeometry(); //setup the world matrix worldMatrix = Matrix.CreateTranslation(position); //create a lighting shader with some average looking lighting :-) MaterialShader material = new MaterialShader(); Vector3 lightDirection = new Vector3(0.5f, 1, -0.5f); //a less dramatic direction material.Lights = new MaterialLightCollection(); material.Lights.AmbientLightColour = Color.DarkGoldenrod.ToVector3() * 0.5f; material.Lights.AddDirectionalLight(false, -lightDirection, Color.WhiteSmoke); material.SpecularColour = Color.LightYellow.ToVector3(); //with a nice sheen material.UsePerPixelSpecular = true; this.shader = material; }
public GeometryDrawer(Vector3 position) { //NEW CODE //create the quad this.geometry = new QuadGeometry(); //setup the world matrix this.worldMatrix = Matrix.CreateTranslation(position); //create a lighting shader with some average looking lighting :-) var material = new MaterialShader(); material.SpecularColour = Color.LightYellow.ToVector3();//with a nice sheen var lightDirection = new Vector3(0.5f,1,-0.5f); //a less dramatic direction var lights = new MaterialLightCollection(); lights.AmbientLightColour = Color.DarkGoldenrod.ToVector3() * 0.5f; lights.CreateDirectionalLight(-lightDirection, Color.WhiteSmoke); material.LightCollection = lights; this.shader = material; }