Private Sub Application_Startup(ByVal o As Object,ByVal e As StartupEventArgs) Handles Me.Startup Dim gdm As GraphicsDeviceManager = GraphicsDeviceManager.Current If gdm.RenderMode = RenderMode.Unavailable Then Select Case gdm.RenderModeReason Case RenderModeReason.SecurityBlocked MessageBox.Show( _ "3D support is currently disabled due to enforce" & _ " security. You can enable it by following these steps ...") Case RenderModeReason.GPUAccelerationDisabled MessageBox.Show( _ "Developer error! Use the enableGPUAcceleration " & _ "parameter in the test page to enable 3D rendering.") Case RenderModeReason.Not3DCapable MessageBox.Show( _ "Your computer doesn't appear to support 3D rendering.") Case RenderModeReason.TemporarilyUnavailable MessageBox.Show( _ "There was a problem accessing the video card driver.") End Select Else ' Run the application as normal. Me.RootVisual = New MainPage() End If End Sub
http://space.silverlightchina.net/xpeter/demo/3D.htm
using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; namespace Test8 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Model myModel; float Angle = 0; float Angle1 = 0; float myScale = 1f; Vector2 currentPosition; float currentScaleWheelValue; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); myModel =Content .Load<Model>("Models\\teapot"); } protected override void UnloadContent() { } private void CheckPutIn() { KeyboardState newState = Keyboard.GetState(); //左右键控制绕Y轴旋转 if (newState.IsKeyDown(Keys.Left)) Angle += 0.01f; if (newState.IsKeyDown(Keys.Right)) Angle -= 0.01f; //上下键控制绕Z轴旋转 if (newState.IsKeyDown(Keys.Up)) Angle1 += 0.01f; if (newState.IsKeyDown(Keys.Down)) Angle1 -= 0.01f; //A、S键控制缩放 if (newState.IsKeyDown(Keys.A)) myScale += 0.01f; if (newState.IsKeyDown(Keys.S)) myScale -= 0.01f; this.IsMouseVisible = true; MouseState newState1 = Mouse.GetState(); //鼠标左键控制旋转 if (newState1.LeftButton == ButtonState.Pressed) { if (currentPosition.X != newState1.X||currentPosition .Y!=newState1.Y) { if (currentPosition.X < newState1.X) Angle += 0.01f; if (currentPosition.X > newState1.X) Angle -= 0.01f; if (currentPosition.Y > newState1.Y) Angle1 += 0.01f; if (currentPosition.Y < newState1.Y) Angle1 -= 0.01f; } currentPosition.X = newState1.X; currentPosition.Y = newState1.Y; } //鼠标滚轮控制缩放 if (newState1.ScrollWheelValue != currentScaleWheelValue) { if (currentScaleWheelValue > newState1.ScrollWheelValue) myScale += 0.01F; if (currentScaleWheelValue < newState1.ScrollWheelValue) myScale -=0.01f; } currentScaleWheelValue = newState1.ScrollWheelValue; } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); CheckPutIn(); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (ModelMesh mesh in myModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = Matrix.CreateRotationY(Angle)*Matrix.CreateRotationZ(Angle1)*Matrix.CreateScale(myScale); effect.View = Matrix.CreateLookAt(new Vector3(0,8,20),Vector3 .Zero,Vector3 .Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper .ToRadians(45),(float)graphics .GraphicsDevice .Viewport.Width/ (float)graphics.GraphicsDevice.Viewport .Height,1.0f,100.0f); } mesh.Draw(); } base.Draw(gameTime); } } }原文链接:https://www.f2er.com/vb/259161.html