/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { ///Create a simple object ///Geomtric Info and textures (this model automaticaly loads the texture) SimpleModel simpleModel = new SimpleModel(factory, "model/dude"); for (int i = 0; i < simpleModel.GetTextureInformation(0).Count(); i++) { simpleModel.GetTextureInformation(0)[i].SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE); } ///Physic info (position, rotation and scale are set here) GhostObject pi = new GhostObject(new Vector3(200, 10, 0), Matrix.Identity, new Vector3(4)); ///Shader info (must be a deferred type) ForwardGradativeAlphaShader shader = new ForwardGradativeAlphaShader(); ///Material info (must be a deferred type also) ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, pi); ///Add to the world this.World.AddObject(obj); } { ///Create a simple object ///Geomtric Info and textures (this model automaticaly loads the texture) SimpleModel simpleModel = new SimpleModel(factory, "model/dude"); //simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.Red), TextureType.DIFFUSE); ///Physic info (position, rotation and scale are set here) GhostObject pi = new GhostObject(new Vector3(200, 10, 0), Matrix.Identity, new Vector3(4)); ///Shader info (must be a deferred type) ForwardEMTransparentShader shader = new ForwardEMTransparentShader("Textures/Cubemap"); ///Material info (must be a deferred type also) ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, pi); ///Add to the world this.World.AddObject(obj); } { SimpleModel simpleModel = new SimpleModel(factory, "model/cenario"); ///Physic info (position, rotation and scale are set here) TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ///Forward Shader (look at this shader construction for more info) ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Deferred material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, tmesh); ///Add to the world //this.World.AddObject(obj); } ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }