public GameCoreRenderer(Game client, string[] assetPaths, int[] teamsToDisplayFor, ILogger logger) { Client = client; TeamsToDisplayLightsFor = teamsToDisplayFor; Finder = new AssetFinder(this, new AssetCache(client.GraphicsDevice, new AssetLoader(this, client.GraphicsDevice, new AssetResolver(assetPaths, this)), this)); Logger = new ModuleLogger(logger, "Renderer"); _fxaaRenderer = new FXAARenderer( this, client.GraphicsDevice, client.Content, Finder); FXAAEnabled = true; _gameRenderer = new GameWorldRenderer( this, client.GraphicsDevice, client.Content, Finder); _renderers.Add(new MapBackgroundRenderer( this, client.GraphicsDevice, client.Content, Finder)); _renderers.Add(_gameRenderer); //For another time... //_renderers.Add(new LightRenderer( // this, client.GraphicsDevice, client.Content, Finder)); _renderers.Add(_fxaaRenderer); }
public ParticlePreProcessor(GameCoreRenderer renderer, Assets.AssetFinder finder, GameWorldRenderer compositor) : base(renderer, finder, compositor) { }
public PreProcessor(GameCoreRenderer renderer, AssetFinder finder, GameWorldRenderer compositor) { Renderer = renderer; Finder = finder; Compositor = compositor; }