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into separate parts in this way is that each part might have parameters that differ from the other parts, such as the texture If multiple textures are used within a model, this is the way different textures can be activated and individually rendered Within the ModelMeshPart class we finally find where the IndexBuffer and VertexBuffer have been hiding away Alongside them are several other properties that are essential for us to be able to render the mesh part: VertexOffset is required when the vertex buffer is set into XNA using the SetVertexBuffer function; and NumVertices, StartIndex, and PrimitiveCount are all required by the DrawIndexedPrimitives function There are two different methods that we can use to draw the model The first requires us to loop through each of the mesh parts, telling each one to draw itself using its own Effect object.

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These Effect objects are provided by the model so we do not have to create them, but of course they don t know anything about the environment that we have set up In order for the mesh part to render correctly to the screen, we need to give it the world, view, and projection matrices that it is to use The easiest way to obtain them is from our own class-level BasicEffect, as defined within our main game class A sample piece of code that performs this task is shown in Listing 8 2 In this code, the ObjectModel variable contains the Model being rendered, the effect variable is the class-level BasicEffect, preconfigured with all the matrices required for rendering, and the mesheffect object is used to iterate through each of the Effect objects provided by the model Listing 8 2.

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You have now seen the basics of creating an EDM with the EF designer, but what exactly does this mean According to MSDN, The Entity Data Model (EDM) is a specification for defining the data used by applications built on the Entity Framework (http://msdn2.microsoft.com/ en-us/library/bb387122(VS.90).aspx). Although this definition is a little vague, it does effectively define the EDM.

Drawing a model using its component ModelMesh objects // Build an array of the absolute bone transformation matrices Matrix[] boneTransforms = new Matrix[ObjectModelBonesCount]; ObjectModelCopyAbsoluteBoneTransformsTo(boneTransforms); // Loop for each of the meshes within the model foreach (ModelMesh mesh in ObjectModelMeshes) { // Initialize each of the effects within the mesh foreach (BasicEffect mesheffect in meshEffects) { mesheffectWorld = boneTransforms[meshParentBoneIndex] * effectWorld; mesheffectView = effectView; mesheffectProjection = effectProjection; } // Draw the mesh (including all of its meshparts) meshDraw(); }.

Note The robot mesh is textured with r2skin.jpg in either case. In the GPU program technique, this texture is made available to the GPU program (via the TEXCOORD0 input parameter semantic), not the fixedfunction pipeline (which is idle during programmable passes).

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NOTE Besides drawing the model, this code also handles the positions of the bones within the model. The call to CopyAbsoluteBoneTransformsTo populates an array with all the final positions for each bone, taking the bone hierarchy into account. These transformations are then combined with the active World matrix to determine the final position for each bone. Because our model does not include bones, the transformations will have no effect at all, but the code is present for compatibility with more complex models.

As previously mentioned, the EDM is broken into three metadata structures that make up the conceptual, mapping, and logical layers used by EF. These structures are classified as the design schema (your .edmx file) and consist of the following aspects: Conceptual Schema Definition Language (CSDL): The CSDL represents the conceptual model of your data. This XML structure includes your entities and their relationships and represents your object code. Stored Schema Definition Language (SSDL): The SSDL represents the database structure and the data in your database. This XML structure is used to describe the logical layer of your solution. Mapping Specification Language (MSL): The MSL is metadata that maps the conceptual model described in the CSDL to the logical model described in the SSDL. This XML structure is your mapping information that connects your entities to your database. The easiest way to understand EDM is to look at the .edmx file that contains the CSDL, SSDL, and MSL structures. In the following sections, you will examine the EDM metadata that was generated from the designer.

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Extend your BIRT reports and forms with our Barcode Plugin with a number of machine-readable codes (e.g. EAN-128, QR-Code...).

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Figure 3-39 shows this expression in the expression builder. The empty quotation marks (" ") add a space between the first name and last name. You can type ...

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