/// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            floor = new Floor(GraphicsDevice, Content.Load <Texture2D>("Models\\setts"), Content.Load <Texture2D>("Models\\setts-normalmap"), 50, 50, new Vector3(0, 0, 0));
            renderManager.AddBundleModelWithCustomEffect(new BundleModel(new Vector3(1, 1.001f, 1), "Models\\snowplow", 0.7f));
            renderManager.AddBundleModelWithCustomEffect(new BundleModel(new Vector3(1, 1.001f, -1), "Models\\snowplow", 0.7f));


            renderManager.AddBundleModelWithCustomEffect(new BundleModel(new Vector3(1, 1.001f, -3), "Models\\snowplow", 0.7f));
            renderManager.AddBundleModelWithCustomEffect(new BundleModel(new Vector3(1, 1.001f, -5), "Models\\snowplow", 0.7f));

            renderManager.AddBundleModelWithCustomEffect(new BundleModel(new Vector3(-6, 0, 2), "Models\\jeep", 0.8f));
            renderManager.AddBundleModelWithCustomEffect(new BundleModel(new Vector3(5, 5, 2), "Models\\Helicopter", 0.8f));
            renderManager.AddBundleModelWithCustomEffect(new BundleModel(new Vector3(-1, 5, 3), "Models\\BeachBall", 0.4f));
            renderManager.AddBundleModelWithCustomEffect(new BundleModel(new Vector3(0, 0, 10), "Models\\moffett-old-building-a", 1));



            customEffect = Content.Load <Effect>("customEffect");

            customEffect.Parameters["AmbientLightIntensity"].SetValue(new Vector3(0.45f, 0.45f, 0.45f));
            customEffect.Parameters["DirectLightDirection"].SetValue(new Vector3(0, -1, 0));
            customEffect.Parameters["DirectLightDiffuseIntensity"].SetValue(new Vector3(0.5f, 0.5f, 0.5f));
            customEffect.Parameters["DirectLightSpecularIntensity"].SetValue(new Vector3(0.55f, 0.55f, 0.55f));

            customEffect.Parameters["Alpha"].SetValue(1);
            customEffect.Parameters["FogEnabled"].SetValue(true);
            customEffect.Parameters["FogStart"].SetValue(10);
            customEffect.Parameters["FogEnd"].SetValue(25);
            customEffect.Parameters["FogColor"].SetValue(Color.DarkGray.ToVector3());

            // EnvironmentTextured
            //speherePosition = new Vector3(-2, 2, -3);

            //sphereBundle = new BundleModel(speherePosition,"Models\\sphere_mapped", 0.8f, Content.Load<Texture2D>("Models\\BeachBallNormalMap"), Content.Load<Texture2D>("Models\\normal_4"));
            //sphereBundle.bEnvironmentTextured = true;
            //sphereBundle.bModel = Content.Load<Model>("Models\\sphere_mapped");

            //renderManager.AddBundleModelWithCustomEffect(sphereBundle);
            renderManager.CustomEffect = customEffect;
            renderManager.Graphics     = graphics;
            renderManager.Load();

            floor = new Floor(GraphicsDevice, Content.Load <Texture2D>("Models\\setts"), Content.Load <Texture2D>("Models\\setts-normalmap"), 50, 50, new Vector3(0, 0, 0));
            floor.SetEffectParameters(customEffect);
            renderManager.Floor = floor;

            //sphereReflection = new Reflection(speherePosition, graphics.GraphicsDevice, renderManager, customEffect);

            fCamera = new FlyingCamera();

            aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio;
        }