protected override void LoadContent() { _mesh = new NavMesh(); if (File.Exists(@"S:\meshReader\meshes\" + _continent + "\\" + _continent + ".dmesh")) { _mesh.Initialize(File.ReadAllBytes(@"S:\meshReader\meshes\" + _continent + "\\" + _continent + ".dmesh")); } else { _mesh.Initialize(32768, 128, World.Origin, Constant.TileSize, Constant.TileSize); MeshTile discard; _mesh.AddTile( File.ReadAllBytes(@"C:\\Users\\Sebastian\\CactusWOW\\MeshReader\\meshReader\\meshBuilderGui\\bin\\Debug\\" + _continent + "\\" + _continent + "_" + _tileX + "_" _tileY + ".tile"), out discard); } float[] vertices; int[] tris; _mesh.BuildRenderGeometry(_tileX, _tileY, out vertices, out tris); _drawer = new GeometryDrawer(); _drawer.Initialize(Game, new Color(0.1f, 0.1f, 0.9f, 0.5f), vertices, tris); _effect = new BasicEffect(GraphicsDevice); _depthState = new DepthStencilState { DepthBufferEnable = true }; }
protected override void LoadContent() { string Folder = @"G:\Meshes\6.0\"; _mesh = new NavMesh(); if (File.Exists(Folder + _continent + "\\" + _continent + ".dmesh")) { _mesh.Initialize(File.ReadAllBytes(Folder + _continent + "\\" + _continent + ".dmesh")); } else { MeshTile discard; if (Constant.Division == 1) { _mesh.Initialize(150000, 4096, World.Origin, Constant.BaseTileSize, Constant.BaseTileSize); _mesh.AddTile(File.ReadAllBytes(Folder + _continent + "\\" + _continent + "_" + _tileX + "_" + _tileY + ".tile"), out discard); } else { _mesh.Initialize(150000, 4096, World.Origin, Constant.TileSize, Constant.TileSize); string name = _continent + "\\" + _continent + "_" + _tileX + "_" + _tileY + "_" + _i + _j + ".tile"; _mesh.AddTile(File.ReadAllBytes(Folder + name), out discard); System.Console.WriteLine(name); } } float[] vertices; int[] tris; if (Constant.Division == 1) { _mesh.BuildRenderGeometry(_tileX, _tileY, out vertices, out tris); } else { _mesh.BuildRenderGeometry(_tileX * Constant.Division + _i, _tileY * Constant.Division + _j, out vertices, out tris); } _drawer = new GeometryDrawer(); _drawer.Initialize(Game, new Color(0.1f, 0.1f, 0.9f, 0.5f), vertices, tris); _effect = new BasicEffect(GraphicsDevice); _depthState = new DepthStencilState { DepthBufferEnable = true }; }
protected override void LoadContent() { _mesh = new NavMesh(); if (File.Exists(@"S:\meshReader\meshes\" + _continent + "\\" + _continent + ".dmesh")) { _mesh.Initialize(File.ReadAllBytes(@"S:\meshReader\meshes\" + _continent + "\\" + _continent + ".dmesh")); } else { _mesh.Initialize(32768, 128, World.Origin, Constant.TileSize, Constant.TileSize); MeshTile discard; _mesh.AddTile( File.ReadAllBytes(@"S:\meshReader\meshes\" + _continent + "\\" + _continent + "_" + _tileX + "_" + _tileY + ".tile"), out discard); } float[] vertices; int[] tris; _mesh.BuildRenderGeometry(_tileX, _tileY, out vertices, out tris); _drawer = new GeometryDrawer(); _drawer.Initialize(Game, new Color(0.1f, 0.1f, 0.9f, 0.5f), vertices, tris); _effect = new BasicEffect(GraphicsDevice); _depthState = new DepthStencilState { DepthBufferEnable = true }; }