meshMaterials = new Material[1];
            meshTextures = new Texture[1];
            /*meshMaterials[0].Ambient = e.material.Ambient;
            meshMaterials[0].Diffuse = e.material.Diffuse;
            meshMaterials[0].Emissive = e.material.Shininess;
            meshMaterials[0].Specular = e.material.Specular;
             */
            meshMaterials[0].Ambient = Color.FromArgb((int)e.material.Ambient[0], (int)e.material.Ambient[1], (int)e.material.Ambient[2]);
            meshMaterials[0].Diffuse = Color.FromArgb((int)e.material.Diffuse[0], (int)e.material.Diffuse[1], (int)e.material.Diffuse[2]);
            //meshMaterials[0].Emissive = e.material.Shininess;
            meshMaterials[0].Specular = Color.FromArgb((int)e.material.Specular[0], (int)e.material.Specular[1], (int)e.material.Specular[2]);
            
            
            // Load our mesh
            /*Model model = new ThreeDSFile(file).ThreeDSModel;
            for (int i = 0; i < model.Entities.Count; i++)
            {
                Entity e = model.Entities[i];
                for(int i2=0;i2<e.indices.Length;i2++)
                {
                    e.indices[i2].vertex1;
                }
            };
            model.Entities.
             * */                        
        }        private void SetupCamera()
        {
            device.RenderState.CullMode = Cull.None;
            device.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4, this.Width / this.Height, 1.0f, 10000.0f);
            device.Transform.View = Matrix.LookAtLH(new Vector3(0,0, 580.0f), new Vector3(), new Vector3(0,1,0));
            //device.RenderState.Ambient = Color.DarkBlue;
            device.Lights[0].Type = LightType.Directional;
            device.Lights[0].Diffuse = Color.White;
            device.Lights[0].Direction = new Vector3(0, -1, -1);
            //device.Lights[0].Commit();
            device.Lights[0].Enabled = true;        }        protected override void OnPaint(System.Windows.Forms.PaintEventArgs e)
        {
            device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.CornflowerBlue, 1.0f, 0);            SetupCamera();            device.BeginScene();            // Draw our Mesh
            DrawMesh(angle / (float)Math.PI, angle / (float)Math.PI * 2.0f, angle / (float)Math.PI / 4.0f, 0.0f, 0.0f, 0.0f);            device.EndScene();            device.Present();            this.Invalidate();
        }        private void DrawMesh(float yaw, float pitch, float roll, float x, float y, float z)
        {
            angle += 0.1f;            device.Transform.World = Matrix.RotationYawPitchRoll(yaw, pitch, roll) * Matrix.Translation(x, y, z);
            
            for (int i = 0; i < meshMaterials.Length; i++)
            {
                Material boxMaterial = new Material();
                boxMaterial.Ambient = Color.White;
                boxMaterial.Diffuse = Color.White;
                device.Material = boxMaterial;
                //device.Material = meshMaterials[i];
                //device.SetTexture(0, meshTextures[i]);
                mesh.DrawSubset(i);
            }
        }        /// <summary>
/// Clean up any resources being used.
/// </summary>
protected override void Dispose( bool disposing )
{
if( disposing )
{
if (components != null) 
{
components.Dispose();
}
}
base.Dispose( disposing );
}#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.Size = new Size(800,600);
this.Text = "Form1";
}
#endregion/// <summary>
/// The main entry point for the application.
/// </summary>
        static void Main() 
        {
            using (Form1 frm = new Form1())
            {
                // Show our form and initialize our graphics engine
                frm.Show();
                frm.InitializeGraphics();
                Application.Run(frm);
            }
        }
}
}