protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            SimpleModel simpleModel = new SimpleModel(factory, "Model//block");

            simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
            BoxObject tmesh = new BoxObject(new Vector3(0, 10, 0), 1, 1, 1, 50, new  Vector3(5000, 1, 5000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());

            tmesh.isMotionLess = true;
            DeferredNormalShader shader    = new DeferredNormalShader();
            DeferredMaterial     fmaterial = new DeferredMaterial(shader);
            IObject obj = new IObject(fmaterial, simpleModel, tmesh);

            this.World.AddObject(obj);

            {
                List <BilboardInstance> poss = new List <BilboardInstance>();
                for (int i = -10; i < 20; i++)
                {
                    for (int j = -10; j < 20; j++)
                    {
                        float x, y;
                        x = i * 100;
                        y = j * 100;
                        BilboardInstance bi = new BilboardInstance();
                        bi.Scale    = new Vector2(100, 100);
                        bi.Position = new Vector3(x, 5, y);
                        poss.Add(bi);
                    }
                }

                ///same as before, just the name of the class change
                ///You can change the position of a individual bilboard using bm.GetBilboardInstances(), updating the structure recieved and
                ///using bm.SetBilboardInstances(). Dont do this every frame pls =P
                ///You can change lots of parameters of the DeferredInstancedBilboardShader, check it
                InstancedBilboardModel          bm = new InstancedBilboardModel(factory, "Bilbs", "..\\Content\\Textures\\tree", poss.ToArray());
                DeferredInstancedBilboardShader cb = new DeferredInstancedBilboardShader(BilboardType.Cilindric);
                DeferredMaterial matfor            = new DeferredMaterial(cb);
                GhostObject      go   = new GhostObject();
                IObject          obj2 = new IObject(matfor, bm, go);
                this.World.AddObject(obj2);
            }


            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion


            CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(-50), MathHelper.ToRadians(-15), new Vector3(-200, 300, 250), GraphicInfo);
            this.World.CameraManager.AddCamera(cam);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo,factory, contentManager);

            SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
            simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.White),TextureType.DIFFUSE);
            BoxObject tmesh = new BoxObject(new Vector3(0,10,0), 1, 1,1,50,new  Vector3(5000,1,5000),Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
            tmesh.isMotionLess = true;
            DeferredNormalShader shader = new DeferredNormalShader();
            DeferredMaterial fmaterial = new DeferredMaterial(shader);
            IObject obj = new IObject(fmaterial, simpleModel, tmesh);
            this.World.AddObject(obj);            
            
            {
                List<BilboardInstance> poss = new List<BilboardInstance>();
                for (int i = -10 ; i < 20; i++)
                {
                    for (int j = -10; j < 20; j++)
                    {
                        float x, y;
                        x = i * 100;
                        y = j * 100;
                        BilboardInstance bi = new BilboardInstance();
                        bi.Scale = new Vector2(100, 100);
                        bi.Position = new Vector3(x, 5, y);
                        poss.Add(bi);
                    }
                }

                ///same as before, just the name of the class change
                ///You can change the position of a individual bilboard using bm.GetBilboardInstances(), updating the structure recieved and 
                ///using bm.SetBilboardInstances(). Dont do this every frame pls =P
                ///You can change lots of parameters of the DeferredInstancedBilboardShader, check it
                InstancedBilboardModel bm = new InstancedBilboardModel(factory, "Bilbs", "..\\Content\\Textures\\tree",poss.ToArray());                
                DeferredInstancedBilboardShader cb = new DeferredInstancedBilboardShader(BilboardType.Cilindric);                
                DeferredMaterial matfor = new DeferredMaterial(cb);
                GhostObject go = new GhostObject();
                IObject obj2 = new IObject(matfor, bm, go);
                this.World.AddObject(obj2);
            }


            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion


            CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(-50), MathHelper.ToRadians(-15), new Vector3(-200, 300, 250), GraphicInfo);
            this.World.CameraManager.AddCamera(cam);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);

        }