CHAPTER 5 ■ GETTING THE MOST OUT OF VERTICES
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protected override void Draw(GameTime gameTime)
{
device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer,
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Color.Black, 1, 0);
//set effect parameters
effect.CurrentTechnique = effect.Techniques["SimpleBumpMapping"];
effect.Parameters["xWorld"].SetValue(Matrix.Identity);
effect.Parameters["xView"].SetValue(fpsCam.ViewMatrix);
effect.Parameters["xProjection"].SetValue(fpsCam.ProjectionMatrix);
effect.Parameters["xTexture"].SetValue(myTexture);
effect.Parameters["xBumpMap"].SetValue(myBumpMap);
effect.Parameters["xLightDirection"].SetValue(lightDirection);
//render two triangles
effect.Begin();
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Begin();
device.VertexDeclaration ...