private void StartEngine() { Time = new GameTime(); Components = new List<GameComponent>(); Engine = new TVEngine(); Scene = new TVScene(); Screen2D = new TVScreen2DImmediate(); Textures = new TVTextureFactory(); Text2D = new TVScreen2DText(); Globals = new TVGlobals(); Materials = new TVMaterialFactory(); Math = new TVMathLibrary(); Effects = new TVGraphicEffect(); Atmosphere = new TVAtmosphere(); Internal = new TVInternalObjects(); Light = new TVLightEngine(); Input = new TVInputEngine(); Random = new Random(); Engine.SetInternalShaderVersion(CONST_TV_SHADERMODEL.TV_SHADERMODEL_BEST); Engine.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE); Engine.AllowMultithreading(true); Engine.SetFPUPrecision(true); Engine.EnableSmoothTime(false); Engine.SetDebugMode(true, true); Engine.SetDebugFile("debug.txt"); Engine.EnableProfiler(false); Engine.DisplayFPS(false); Engine.SetVSync(false); Engine.SetAntialiasing(false, CONST_TV_MULTISAMPLE_TYPE.TV_MULTISAMPLE_NONE); Engine.Init3DWindowed(Form.Handle); //Engine.Init3DFullscreen(1920, 1200, 32, true, false, CONST_TV_DEPTHBUFFERFORMAT.TV_DEPTHBUFFER_BESTBUFFER, 1, Window.Handle); Engine.GetViewport().SetAutoResize(true); Input.Initialize(true, true); Input.SetRepetitionDelay(400, 100); Textures.SetTextureMode(CONST_TV_TEXTUREMODE.TV_TEXTUREMODE_BETTER); Light.SetGlobalAmbient(0, 0, 0); }