public Game1() : base() { graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; camera = new Base3DCamera(this, .1f, 20000); DeferredSkyBox sb = new DeferredSkyBox(this, "Textures/SkyBox/cubeMap"); Components.Add(sb); terrain = new BruteForceTerrain(this, "Textures/Terrain/Maps/heightMap3"); terrain.Position = new Vector3(-128, -30, -128); Components.Add(terrain); SunPosition = new Vector3(225, 220, -400); renderer.DirectionalLights.Add(new DeferredDirectionalLight(this, SunPosition, Vector3.Zero, Color.White, 1, true)); GodRays.Enabled = true; GodRays.LightSourceSize = 1500; GodRays.bp.Enabled = false; GodRays.lightSourceasset = "Textures/flare2"; SunPosition *= 2.5f; GodRays.Decay = .96f; GodRays.Density = 1f; GodRays.Exposure = .04f; GodRays.Weight = 1; renderer.ClearColor = Color.Red; UseBulletPhysics = true; }
public Game1() : base() { graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; camera = new Base3DCamera(this, .1f, 20000); terrain = new BruteForceTerrain(this, "Textures/heightMap3"); terrain.Position = new Vector3(-128, -30, -128); Components.Add(terrain); SunPosition = new Vector3(220, 225, 400); renderer.DirectionalLights.Add(new DeferredDirectionalLight(this, SunPosition, Vector3.Zero, Color.White, 1, true)); Water.Enabled = true; }