/// <summary> /// /// </summary> public override void Initialize() { particleTex = Game.Content.Load<Texture2D>("smaller"); highlightTex = Game.Content.Load<Texture2D>("selection"); sparkTex = Game.Content.Load<Texture2D>("spark"); renderShader = Game.Content.Load<Ubershader>("Render"); computeShader = Game.Content.Load<Ubershader>("Compute"); atlas = Game.Content.Load<TextureAtlas>("protein_textures"); // creating the layout system: lay = new LayoutSystem(Game, computeShader); lay.UseGPU = Config.UseGPU; lay.RunPause = LayoutSystem.State.PAUSE; factory = new StateFactory( renderShader, typeof(RenderFlags), ( plState, comb ) => { plState.RasterizerState = RasterizerState.CullNone; plState.BlendState = BlendMode; plState.DepthStencilState = DepthStencilState.Readonly; plState.Primitive = Primitive.PointList; } ); paramsCB = new ConstantBuffer( Game.GraphicsDevice, typeof(Params) ); particleMass = 1.0f; edgeSize = 1000.0f; edgeList = new List<Link>(); nodeList = new List<Particle3d>(); edgeIndexLists = new List<List<int>>(); sparkList = new List<Spark>(); commandQueue = new Queue<int>(); referenceNodeIndex = 0; Game.InputDevice.KeyDown += keyboardHandler; base.Initialize(); }
/// <summary> /// /// </summary> public void LoadContent() { spotAtlas = Content.Load<TextureAtlas>("spots|srgb"); }
/// <summary> /// /// </summary> void LoadContent() { texture = Content.Load<Texture2D>("lena"); texture2 = Content.Load<Texture2D>("manul" ); font1 = Content.Load<SpriteFont>("segoe80"); font2 = Content.Load<SpriteFont>("segoe40"); atlas = Content.Load<TextureAtlas>("sprites"); foreach ( var name in atlas.SubImageNames ) { Log.Message( "...{0}", name ); } }