| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667 | //-----------------------------------------------------------------------------// Sky.cs//// Microsoft XNA Community Game Platform// Copyright (C) Microsoft Corporation. All rights reserved.//-----------------------------------------------------------------------------using Microsoft.Xna.Framework;using Microsoft.Xna.Framework.Content;using Microsoft.Xna.Framework.Graphics;namespace GeneratedGeometry{    /// <summary>    /// Runtime class for loading and rendering a textured skydome    /// that was created during the build process by the SkyProcessor.    /// </summary>    public class Sky    {        /// <summary>        /// Gets or sets the skydome model.        /// </summary>        public Model Model;        /// <summary>        /// Gets or sets the texture applied to the skydome.        /// </summary>        public Texture2D Texture;        /// <summary>        /// Helper for drawing the skydome mesh with the specified view and projection matrices.        /// </summary>        /// <param name="view">The view matrix.</param>        /// <param name="projection">The projection matrix.</param>        public void Draw(Matrix view, Matrix projection)        {            /// <summary>            /// Draws the skydome mesh with the specified view and projection matrices.            /// </summary>            /// <param name="view">The view matrix.</param>            /// <param name="projection">The projection matrix.</param>            GraphicsDevice GraphicsDevice = Texture.GraphicsDevice;            GraphicsDevice.BlendState = BlendState.Opaque;            GraphicsDevice.RasterizerState = RasterizerState.CullNone;            GraphicsDevice.DepthStencilState = DepthStencilState.None;            GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;            view.Translation = Vector3.Zero;            foreach (ModelMesh mesh in Model.Meshes)            {                foreach (BasicEffect effect in mesh.Effects)                {                    effect.View = view;                    effect.Projection = projection;                    effect.Texture = Texture;                    effect.TextureEnabled = true;                }                mesh.Draw();            }        }    }}
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