// Methods.
        public bool Initialize(DSystemConfiguration configuration, IntPtr windowHandle)
        {
            try
            {
                // Create the input object.  The input object will be used to handle reading the keyboard and mouse input from the user.
                Input = new DInput();

                // Initialize the input object.
                if (!Input.Initialize(configuration, windowHandle))
                {
                    return(false);
                }

                // #region Initialize System
                // Create the Direct3D object.
                D3D = new DDX11();

                // Initialize the Direct3D object.
                if (!D3D.Initialize(configuration, windowHandle))
                {
                    return(false);
                }

                // Create the position object.
                Position = new DPosition();

                // Set the initial position and rotation of the viewer.
                Position.SetPosition(280.379f, 24.5225f, 367.018f);
                Position.SetRotation(19.6834f, 222.013f, 0.0f);

                // Create the camera object
                Camera = new DCamera();

                // Initialize a base view matrix with the camera for 2D user interface rendering.
                Camera.SetPosition(0.0f, 0.0f, -10.0f);
                Camera.RenderBaseViewMatrix();
                Matrix baseViewMatrix = Camera.BaseViewMatrix;

                // Create the light object.
                Light = new DLight();

                // Initialize the light object.
                Light.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
                Light.Direction = new Vector3(0.5f, -0.75f, 0.25f);

                // Create the model object.
                TerrainModel = new DTerrainHeightMap();

                // Initialize the terrain object.
                if (!TerrainModel.Initialize(D3D.Device, "hm.bmp", "cm.bmp", 20.0f, "dirt04.bmp", "normal01.bmp"))
                {
                    return(false);
                }

                // Create the color shader object.
                TerrainShader = new DTerrainShader();

                //// Initialize the color shader object.
                if (!TerrainShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the sky dome object.
                SkyDome = new DSkyDome();

                // Initialize the sky dome object.
                if (!SkyDome.Initialize(D3D.Device))
                {
                    return(false);
                }

                // Create the sky dome shader object.
                SkyDomeShader = new DSkyDomeShader();

                // Initialize the sky dome shader object.
                if (!SkyDomeShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the sky plane object.
                SkyPlane = new DSkyPlane();

                // Initialize the sky plane object.
                if (!SkyPlane.Initialze(D3D.Device, "cloud001.bmp", "perturb001.bmp"))
                {
                    return(false);
                }

                // Create the sky plane shader object.
                SkyPlaneShader = new DSkyPlaneShader();

                // Initialize the sky plane shader object.
                if (!SkyPlaneShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the fps object.
                FPS = new DFPS();

                // Initialize the fps object.
                FPS.Initialize();

                // Create the cpu object.
                CPU = new DCPU();

                // Initialize the cpu object.
                CPU.Initialize();

                // Create the text object.
                Text = new DText();

                // Initialize the text object.
                if (!Text.Initialize(D3D.Device, D3D.DeviceContext, windowHandle, configuration.Width, configuration.Height, baseViewMatrix))
                {
                    return(false);
                }

                // Set the video card information in the text object.
                if (!Text.SetVideoCard(D3D.VideoCardDescription, D3D.VideoCardMemory, D3D.DeviceContext))
                {
                    return(false);
                }

                // Create the refraction render to texture object.
                RefractionTexture = new DRenderTexture();

                // Initialize the refraction render to texture object.
                if (!RefractionTexture.Initialize(D3D.Device, configuration))
                {
                    return(false);
                }

                // Create the reflection render to texture object.
                ReflectionTexture = new DRenderTexture();

                // Initialize the reflection render to texture object.
                if (!ReflectionTexture.Initialize(D3D.Device, configuration))
                {
                    return(false);
                }

                // Create the reflection shader object.
                ReflectionShader = new DReflectionShader();

                // Initialize the reflection shader object.
                if (!ReflectionShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                // Create the water object.
                WaterModel = new DWater();

                // Initialize the water object.
                if (!WaterModel.Initilize(D3D.Device, "waternormal.bmp", 3.75f, 110.0f))
                {
                    return(false);
                }

                // Create the water shader object.
                WaterShader = new DWaterShader();

                // Initialize the water shader object.
                if (!WaterShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }
        // Methods.
        public bool Initialize(DSystemConfiguration configuration, IntPtr windowHandle)
        {
            try
            {
                #region Initialize System
                // Create the Direct3D object.
                D3D = new DDX11();

                // Initialize the Direct3D object.
                if (!D3D.Initialize(configuration, windowHandle))
                {
                    return(false);
                }
                #endregion

                #region Initialize Camera
                // Create the camera object
                Camera = new DCamera();

                // Set the position of the camera;
                Camera.SetPosition(0, 0, -10);
                #endregion

                #region Initialize Models
                // Create the model class.
                Model = new DModel();

                // Initialize the model object.
                if (!Model.Initialize(D3D.Device, "Cube.txt", new[] { "seafloor.bmp" }))
                {
                    MessageBox.Show("Could not initialize the model object", "Error", MessageBoxButtons.OK);
                    return(false);
                }

                // Create the model class.
                FloorModel = new DModel();

                // Initialize the model object.
                if (!FloorModel.Initialize(D3D.Device, "floor.txt", new[] { "blue01.bmp" }))
                {
                    MessageBox.Show("Could not initialize the model object", "Error", MessageBoxButtons.OK);
                    return(false);
                }
                #endregion

                #region Initialize Shaders
                // Create the shader object.
                TextureShader = new DTextureShader();

                // Initialize the shader object.
                if (!TextureShader.Initialize(D3D.Device, windowHandle))
                {
                    MessageBox.Show("Could not initialize the shader", "Error", MessageBoxButtons.OK);
                    return(false);
                }

                // Create the Reflection shader object.
                ReflectionShader = new DReflectionShader();

                // Initialize the shader object.
                if (!ReflectionShader.Initialize(D3D.Device, windowHandle))
                {
                    MessageBox.Show("Could not initialize the shader", "Error", MessageBoxButtons.OK);
                    return(false);
                }
                #endregion

                #region Initialize Data
                // Create the render to texture object.
                RenderTexture = new DRenderTexture();

                // Initialize the render to texture object.
                if (!RenderTexture.Initialize(D3D.Device, configuration))
                {
                    return(false);
                }
                #endregion

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }