/// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // load all of the models that will appear on the table: for (int i = 0; i < ModelFilenames.Length; i++) { // load the actual model, using ModelFilenames to determine what // file to load. models[i] = Content.Load <Model>(ModelFilenames[i]); // create an array of matrices to hold the absolute bone transforms, // calculate them, and copy them in. modelAbsoluteBoneTransforms[i] = new Matrix[models[i].Bones.Count]; models[i].CopyAbsoluteBoneTransformsTo( modelAbsoluteBoneTransforms[i]); } // now that we've loaded in the models that will sit on the table, go // through the same procedure for the table itself. table = Content.Load <Model>("Table"); tableAbsoluteBoneTransforms = new Matrix[table.Bones.Count]; table.CopyAbsoluteBoneTransformsTo(tableAbsoluteBoneTransforms); // create a spritebatch and load the font, which we'll use to draw the // models' names. spriteBatch = new SpriteBatch(graphics.GraphicsDevice); spriteFont = Content.Load <SpriteFont>("hudFont"); // calculate the projection matrix now that the graphics device is created. projectionMatrix = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, .01f, 1000); // Initialize the renderer for our bounding spheres BoundingSphereRenderer.Initialize(GraphicsDevice, 45); }
protected override void Initialize() { Global.game = this; Global.networkManager = new NetworkManager(); Global.graphics = graphics; Global.graphics.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Global.viewPort = Global.graphics.GraphicsDevice.Viewport.Bounds; Global.titleSafe = GetTitleSafeArea(.85f); axisReference = new Axis_Reference(GraphicsDevice, 1.0f); BoundingSphereRenderer.Initialize(GraphicsDevice, 45); Global.heatmapKills = new Heatmap(Color.Black); Global.heatmapDeaths = new Heatmap(Color.Red); Global.heatmapUsedJetpack = new Heatmap(Color.Green); this.IsMouseVisible = true; base.Initialize(); }