/// <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);

            RegisterDebugDrawCommand rc = new RegisterDebugDrawCommand(ddrawer);
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(rc);
            dlines = new DebugLines();
            ddrawer.AddShape(dlines);

            Picking pick = new Picking(this,2000);
            pick.OnPickedLeftButton += new OnPicked(pick_OnPickedLeftButton);

            wh = new WaypointHandler();

            SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
            simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
            ///Physic info (position, rotation and scale are set here)
            BoxObject tmesh = new BoxObject(Vector3.Zero, 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
            tmesh.isMotionLess = true;
            ///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);

            {
                InputPlayableKeyBoard ipk = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS,Microsoft.Xna.Framework.Input.Keys.Space);
                ipk.KeyStateChange += new KeyStateChange(ipk_KeyStateChange);
                this.BindInput(ipk);
            }

            {
                InputPlayableKeyBoard ipk = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Microsoft.Xna.Framework.Input.Keys.Enter);
                ipk.KeyStateChange += new KeyStateChange(ipk_KeyStateChange2);
                this.BindInput(ipk);
            }
            
            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
        /// <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);

            RegisterDebugDrawCommand rc = new RegisterDebugDrawCommand(ddrawer);
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(rc);
            dlines = new DebugLines();
            ddrawer.AddShape(dlines);
            
            Picking pick = new Picking(this,2000);
            pick.OnPickedLeftButton += new OnPicked(pick_OnPickedLeftButton);
                        
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                ///Physic info (position, rotation and scale are set here)
                BoxObject tmesh = new BoxObject(Vector3.Zero, 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                tmesh.isMotionLess = true;
                ///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);
            }

            wh = new WaypointHandler();
            wh.LoadConnectedWaypoints("waypoints.xml");
            start = wh.CurrentWaypointsCollection.GetWaypointsList()[0];

            {
                ///Procedural yellow diffuse texture
                SimpleModel sm = new SimpleModel(factory, "Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Yellow), TextureType.DIFFUSE);
                ///physic Ghost object(no collision)
                GhostObject pi = new GhostObject(start.WorldPos, Matrix.Identity, new Vector3(5));
                ForwardXNABasicShader s = new ForwardXNABasicShader();                
                ForwardMaterial mat = new ForwardMaterial(s);
                IObject obj4 = new IObject(mat, sm, pi);
                this.World.AddObject(obj4);
            }

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            {
                SimpleModel sm = new SimpleModel(factory, "Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE);                
                GhostObject pi = new GhostObject(start.WorldPos, Matrix.Identity, new Vector3(5));
                ForwardXNABasicShader s = new ForwardXNABasicShader();                
                ForwardMaterial mat = new ForwardMaterial(s);
                IObject obj4 = new IObject(mat, sm, pi);
                obj4.OnUpdate += new OnUpdate(obj4_OnUpdate);
                this.World.AddObject(obj4);
            }

        }