CHAPTER 4 ■ WORKING WITH MODELS
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myModel = Content.Load<Model>("tank");
modelTransforms = new Matrix[myModel.Bones.Count];
}
Next, render your Model in the Draw method:
protected override void Draw(GameTime gameTime)
{
device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer,
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Color.CornflowerBlue, 1, 0);
//draw model
Matrix worldMatrix = Matrix.CreateScale(0.01f, 0.01f, 0.01f);
myModel.CopyAbsoluteBoneTransformsTo(modelTransforms);
foreach (ModelMesh mesh in myModel.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.World = modelTransforms[mesh.ParentBone.Index] * worldMatrix;
effect.View = fpsCam.ViewMatrix;
effect.Projection = fpsCam.ProjectionMatrix;
}
mesh.Draw();
}
base.Draw(gameTime); ...