protected override void SetWorldAndRenderTechnich(out RenderTechnich2D renderTech, out I2DWorld world)
 {
     Basic2DRenderTechnich rt = new Basic2DRenderTechnich();            
     rt.RenderBackGround += new RenderBackGround(rt_RenderBackGround);
     renderTech = rt;            
     world = new I2DWorld(new FarseerWorld(new Vector2(0, 9.8f)),new DPSFParticleManager());            
 }
        protected override void SetWorldAndRenderTechnich(out RenderTechnich2D renderTech, out I2DWorld world)
        {
            Basic2DRenderTechnich rt = new Basic2DRenderTechnich();
            rt.UsePostProcessing = false;            
            renderTech = rt;

            world = new I2DWorld(new FarseerWorld(new Vector2(0, 9.8f)),new DPSFParticleManager());            
        }
 /// <summary>
 /// Called once on screen load
 /// </summary>
 /// <param name="renderTech"></param>
 /// <param name="world"></param>
 protected override void SetWorldAndRenderTechnich(out RenderTechnich2D renderTech, out I2DWorld world)
 {
     ////creating the rendering technic
     Basic2DRenderTechnich rt = new Basic2DRenderTechnich();            
     rt.RenderBackGround += new RenderBackGround(rt_RenderBackGround);
     ///enable draw components
     rt.UseDrawComponents = true;
     renderTech = rt;                  
     ///creating the world =P
     world = new I2DWorld(new FarseerWorld(new Vector2(0, 9.8f)),new DPSFParticleManager());            
 }
 /// <summary>
 /// Sets the world and render technich.
 /// </summary>
 /// <param name="renderTech">The render tech.</param>
 /// <param name="world">The world.</param>
 protected abstract void SetWorldAndRenderTechnich(out RenderTechnich2D renderTech, out I2DWorld world);
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 /// <summary>
 /// Sets the world and render technich.
 /// </summary>
 /// <param name="renderTech">The render tech.</param>
 /// <param name="world">The world.</param>
 protected abstract void SetWorldAndRenderTechnich(out RenderTechnich2D renderTech, out I2DWorld world);