/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { GraphicsDevice.RasterizerState = RasterizerState.CullNone; _textureEffect = Content.Load <Effect>("Shaders\\Texture"); _positionColorEffect = Content.Load <Effect>("Shaders\\PositionColor"); _positionColorEffectWvp = _positionColorEffect.Parameters["wvpMatrix"]; BoundingSphereRenderer.Init(_positionColorEffectWvp, _positionColorEffect); _textureEffectWvp = _textureEffect.Parameters["wvpMatrix"]; _textureEffectImage = _textureEffect.Parameters["textureImage"]; const float border = Boundary; var uv = new Vector2(0.0f, 0.0f); var pos = new Vector3(0.0f, 0.0f, 0.0f); Color color = Color.White; // top left uv.X = 0.0f; uv.Y = 0.0f; pos.X = -border; pos.Y = 0.0f; pos.Z = -border; _groundVertices[0] = new VertexPositionColorTexture(pos, color, uv); // bottom left uv.X = 0.0f; uv.Y = 10.0f; pos.X = -border; pos.Y = 0.0f; pos.Z = border; _groundVertices[1] = new VertexPositionColorTexture(pos, color, uv); // top right uv.X = 10.0f; uv.Y = 0.0f; pos.X = border; pos.Y = 0.0f; pos.Z = -border; _groundVertices[2] = new VertexPositionColorTexture(pos, color, uv); // bottom right uv.X = 10.0f; uv.Y = 10.0f; pos.X = border; pos.Y = 0.0f; pos.Z = border; _groundVertices[3] = new VertexPositionColorTexture(pos, color, uv); _menu = new Menu(); //Using the sprite batch messes up these settings _rs = GraphicsDevice.RasterizerState; _dss = GraphicsDevice.DepthStencilState; _bs = GraphicsDevice.BlendState; _ss = GraphicsDevice.SamplerStates[0]; base.Initialize(); }
/// <summary> /// Draws the collision object. /// </summary> /// <param name="graphicsDevice">The graphics device.</param> /// <param name="view">The view.</param> /// <param name="projection">The projection.</param> public void Draw(GraphicsDevice graphicsDevice, Matrix view, Matrix projection) { BoundingSphereRenderer.Render(graphicsDevice, this, view, projection); }