rendered paste body protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.TransparentBlack);
scene.Render(graphics.GraphicsDevice, gameTime, camera);
graphics.GraphicsDevice.SetRenderTarget(0, renderTarget);
graphics.GraphicsDevice.Clear(Color.TransparentBlack);
Matrix[] transforms = new Matrix[soldierModel.Bones.Count];
float aspectRatio = graphics.GraphicsDevice.Viewport.Width / graphics.GraphicsDevice.Viewport.Height;
soldierModel.CopyAbsoluteBoneTransformsTo(transforms);
Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f);
Matrix view = Matrix.CreateLookAt(new Vector3(0.0f, 50.0f, 800f), Vector3.Zero, Vector3.Up);
Matrix MyWorldRotation = Matrix.CreateRotationX(MathHelper.ToRadians(30));
foreach (ModelMesh mesh in soldierModel.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.View = view;
effect.Projection = projection;
effect.World = MyWorldRotation * transforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(new Vector3(0, 100, 0));
}
mesh.Draw();
}
graphics.GraphicsDevice.ResolveRenderTarget(0);
graphics.GraphicsDevice.SetRenderTarget(0, null);
resolveTexture = renderTarget.GetTexture();
batch.Begin(SpriteBlendMode.AlphaBlend);
batch.Draw(resolveTexture, camera.GetOffset(new Vector2(100, 100)), null, Color.White, 0, Vector2.Zero, new Vector2(0.5f, 0.5f), SpriteEffects.None, 0);
batch.End();
base.Draw(gameTime);
}