protected GameTestBase() { // Override the default graphic device manager GraphicsDeviceManager.Dispose(); GraphicsDeviceManager = new TestGraphicsDeviceManager(this) { PreferredBackBufferWidth = 800, PreferredBackBufferHeight = 480, PreferredDepthStencilFormat = PixelFormat.D24_UNorm_S8_UInt, DeviceCreationFlags = DeviceCreationFlags.Debug, PreferredGraphicsProfile = new[] { GraphicsProfile.Level_9_1 } }; Services.AddService(typeof(IGraphicsDeviceManager), GraphicsDeviceManager); Services.AddService(typeof(IGraphicsDeviceService), GraphicsDeviceManager); // Enable profiling //Profiler.EnableAll(); CurrentVersion = 0; StopOnFrameCount = -1; AutoLoadDefaultSettings = false; FrameGameSystem = new FrameGameSystem(Services); GameSystems.Add(FrameGameSystem); // by default we want the same size for the back buffer on mobiles and windows. BackBufferSizeMode = BackBufferSizeMode.FitToDesiredValues; #if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP // get build number int buildNumber; if (ImageTester.ImageTestResultConnection.BuildNumber <= 0 && int.TryParse(Environment.GetEnvironmentVariable("XENKO_BUILD_NUMBER"), out buildNumber)) { ImageTester.ImageTestResultConnection.BuildNumber = buildNumber; } // get branch name if (string.IsNullOrEmpty(ImageTester.ImageTestResultConnection.BranchName)) { ImageTester.ImageTestResultConnection.BranchName = Environment.GetEnvironmentVariable("XENKO_BRANCH_NAME") ?? ""; } #endif SceneSystem.SplashScreenEnabled = false; }
protected GameTestBase() { // Override the default graphic device manager GraphicsDeviceManager.Dispose(); GraphicsDeviceManager = new TestGraphicsDeviceManager(this) { PreferredBackBufferWidth = 800, PreferredBackBufferHeight = 480, PreferredDepthStencilFormat = PixelFormat.D24_UNorm_S8_UInt, DeviceCreationFlags = DeviceCreationFlags.Debug, PreferredGraphicsProfile = new[] { GraphicsProfile.Level_9_1 } }; // Enable profiling //Profiler.EnableAll(); CurrentVersion = 0; StopOnFrameCount = -1; AutoLoadDefaultSettings = false; FrameGameSystem = new FrameGameSystem(Services); GameSystems.Add(FrameGameSystem); // by default we want the same size for the back buffer on mobiles and windows. BackBufferSizeMode = BackBufferSizeMode.FitToDesiredValues; #if SILICONSTUDIO_PLATFORM_WINDOWS_DESKTOP // get build number int buildNumber; if (ImageTester.ImageTestResultConnection.BuildNumber <= 0 && int.TryParse(Environment.GetEnvironmentVariable("XENKO_BUILD_NUMBER"), out buildNumber)) ImageTester.ImageTestResultConnection.BuildNumber = buildNumber; // get branch name if (string.IsNullOrEmpty(ImageTester.ImageTestResultConnection.BranchName)) ImageTester.ImageTestResultConnection.BranchName = Environment.GetEnvironmentVariable("XENKO_BRANCH_NAME") ?? ""; #endif }