protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo,factory, contentManager);
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                DeferredMaterial fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                BoxObject pi = new BoxObject(new Vector3(100, 40, 0), 1, 1, 1, 25, new Vector3(100, 10, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }            

            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            //SBlurPost hsv = new SBlurPost(1, SurfaceFormat.HdrBlendable);
            //hsv.ImageSamplerState = SamplerState.PointClamp;
            //this.RenderTechnic.AddPostEffect(hsv);

            DownSamplePostEffect DownSamplePostEffect = new Post.DownSamplePostEffect();
            this.RenderTechnic.AddPostEffect(DownSamplePostEffect);
            
            CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo);
            cam.MoveSpeed *= 5;
            this.World.CameraManager.AddCamera(cam);

            LightThrowBepu lt = new LightThrowBepu(this.World, factory);

        }   
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                SimpleModel          simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject   tmesh       = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader      = new DeferredNormalShader();
                DeferredMaterial     fmaterial   = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                BoxObject            pi     = new BoxObject(new Vector3(100, 40, 0), 1, 1, 1, 25, new Vector3(100, 10, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                IMaterial            mat    = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }

            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            //SBlurPost hsv = new SBlurPost(1, SurfaceFormat.HdrBlendable);
            //hsv.ImageSamplerState = SamplerState.PointClamp;
            //this.RenderTechnic.AddPostEffect(hsv);

            DownSamplePostEffect DownSamplePostEffect = new Post.DownSamplePostEffect();
            this.RenderTechnic.AddPostEffect(DownSamplePostEffect);

            CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo);
            cam.MoveSpeed *= 5;
            this.World.CameraManager.AddCamera(cam);

            LightThrowBepu lt = new LightThrowBepu(this.World, factory);
        }