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1. Define the vertex type you ll use (position plus color, texture, and so on). 2. Create an array of vertices and fill it with the vertices data. 3. Create a vertex buffer and fill it with the vertices previously created. 4. Define the effect to be used, with projection and view matrices and the light sources, if any. 5. Inform the device which vertices you ll use. 6. Using the effect, draw the vertex buffer using a specific primitive type. If something is not quite clear in the following code listings, browse back through the discussions in the previous pages before entering the code. To better organize your code, create a new class named cls3Daxis. This class has some methods with the same names of the by now well-known Game1.cs class, provided for you when you create a new XNA Windows Game project: LoadContent, UnloadContent, and Draw, so you can call these methods from the main game class ones. Create the new class and include code for three private properties: device, vertexBuffer, and effect, also creating the class constructor with code to receive and store the graphics device. You ll need the graphics device for the rendering operations, and you must also create the vertex buffer and the effect at the class level, so you can create them in the LoadContent method and release them in UnloadContent. The initial code for the class is as follows: class cls3DAxis { private GraphicsDevice device; private VertexBuffer vertexBuffer; private BasicEffect effect; public cls3DAxis(GraphicsDevice graphicsDevice) { device = graphicsDevice; } }

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As you have seen throughout this book, a large part of your work with Spring involves either the editing of conventional Java code (for which existing language support in most IDEs is adequate) or the editing of XML bean definition files. To gain the benefits of the Spring IDE in managing these files, you need to add the Spring Project Nature to your Eclipse projects. Figure A-5 shows the standard Eclipse Project Explorer view of a set of projects generated by using Maven s eclipse:eclipse target. Currently these are decorated with two icons, a J symbol at the top right indicating that they are Java projects, and a standard warning symbol at the bottom left indicating that there are minor problems with the project configuration.

You ll now code a private helper method for this class, named Create3Daxis, which creates the 3D axis and fills the vertex buffer. This enables you to fulfill the first three steps of the process for creating and rendering 3D objects, as outlined at the beginning of this section. The next code sample presents a first version of the method, which simply creates three lines representing each of the 3D axes, going from an axisLength negative position to an axisLength positive position in each axis. For example, if axisLength is 1, for the x axis, you ll draw a line from ( 1, 0, 0) to (1, 0, 0).

private void Create3DAxis() { // Size of 3D axis float axisLength = 1f; // Number of vertices we'll use int vertexCount = 6; VertexPositionColor[] vertices = new VertexPositionColor[vertexCount]; // X axis vertices[0] = new VertexPositionColor(new Vector3(-axisLength, 00f, 00f), ColorWhite); vertices[1] = new VertexPositionColor(new Vector3(axisLength, 00f, 00f), ColorWhite); // Y axis vertices[2] = new VertexPositionColor(new Vector3(00f, -axisLength, 00f), ColorWhite); vertices[3] = new VertexPositionColor(new Vector3(00f, axisLength, 00f), ColorWhite); // Z axis vertices[4] = new VertexPositionColor(new Vector3(00f, 00f, -axisLength), ColorWhite); vertices[5] = new VertexPositionColor(new Vector3(00f, 00f, axisLength), ColorWhite); // Fill the vertex buffer with the vertices vertexBuffer = new VertexBuffer(device, vertexCount * VertexPositionColorSizeInBytes, BufferUsageWriteOnly); vertexBufferSetData<VertexPositionColor>(vertices); } For this example, you used a vertex defined by its position and color, and defined all vertex colors as white.

Caution Although you can generate Eclipse-compatible project definitions by using the Maven tool s

When drawing these vertices, you ll use the line list primitive type, so every pair of vertices, in the order they were defined, will become a line In the last part of the previous code, you created the vertex buffer, passing the graphics device, the size of the vertex buffer (calculated by multiplying the number of vertices by the size of each vertex, given by VertexPositionColorSizeInBytes), and the behavior of your buffer (BufferUsageWriteOnly means that you ll just write the vertices and use them later, without performing any updates directly on the contents of the vertex buffer.

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