/// <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); Sprite.SpriteBatch = spriteBatch; Sprite.Graphics = graphics; Sprite.BasicEffect = new BasicEffect(graphics.GraphicsDevice); Sprite.BasicEffect.EnableDefaultLighting(); //effect load //EngineContent.SetEffectList("effects\\"); //EngineContent.LoadEffects(); //texture load EngineContent.SetTextureList("textures\\"); EngineContent.LoadTextures(); //texture cube load //TODO PORT EngineContent.SetTextureCubeList("cubeMaps\\"); //TODO PORT EngineContent.LoadTextureCube(); //model load EngineContent.SetModelList("models\\"); EngineContent.LoadModels(); //cursor load Cursor cursor = new Cursor(); cursor.AddCursor(ECursor.Aim, "aim"); cursor.AddCursor(ECursor.Arrow, "custom"); cursor.CurrentCursor = ECursor.Arrow; manager.Cursor = cursor; //font load SpriteFont spriteFont = Content.Load <SpriteFont>("fonts\\spriteFont12"); Sprite.SpriteFont = spriteFont; Sprite.Create(); SamplerState sState = new SamplerState(); sState.Filter = TextureFilter.Anisotropic; Sprite.Graphics.GraphicsDevice.SamplerStates[0] = sState; manager.CreateScreens(); manager.Camara.InitCamara(); manager.LoadModels(); // TODO: use this.Content to load your game content here }