In the first step, the graphics device is initialised to a 500 x 500 view.
In the second step, the effects file is loaded and incorporated into
Draw
. In the draw method, Riemer uses device.Clear(Color.DarkSlateBlue)
. But there is a property on Game
called GraphicsDevice
that I am using instead. A technique in the effect file called Pretransformed
is used -- but nothing is in fact drawn using this technique.In the third step, a triangle is drawn. Now the meaning of
Pretransformed
becomes clear - it is used as a simple rendering method of the triangle. The technique avoids the need for a camera. The triangle is specified as a set of three vertices and rendered on the draw method.At this point I deviated from Riemer a bit and I created a
DrawableGameComponent
called RiemersTriangle
. Moving away from the single class approach followed in the tutorial. For the component, the VertextDeclaration
cannot be done on Initialise
, and I had to add an override for LoadContent
and put it there. The GraphicsDevice
is not available during Initialise
Add the component to the Game.Components
on Initialise
before base.Initialise
is called.Anyhow, that concludes lesson 1 -- we have a pre-transformed triangle to show for our effort
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