public void CreateScene() { logger.Info("Start loading scene 'crates' ..."); logger.Info("Loading scene shaders ..."); objectShader = new SimpleShader(); lightShader = new LampShader(); selectionShader = new SelectionShader(); logger.Info("Loading scene models ..."); models = new Dictionary <string, VertexFloatBuffer>(); models.Add("cube", ContentManager.loadModel("cube", VertexFormat.XYZ_NORMAL_UV)); models.Add("lamp", ContentManager.loadModel("cube", VertexFormat.XYZ)); models.Add("quad", ContentManager.loadModel("quad", VertexFormat.XYZ_NORMAL_UV)); //models.Add("suit", ContentManager.loadModel("nanosuit", VertexFormat.XYZ_NORMAL_UV)); logger.Info("Loading scene textures ..."); texture = OpenGLLoader.loadTexture("misc/crate.bmp"); texture.setWrapping(TextureWrapMode.MirroredRepeat); texture_spec = OpenGLLoader.loadTexture("misc/crate_spec.bmp"); texture_spec.setWrapping(TextureWrapMode.MirroredRepeat); texture_emission = OpenGLLoader.loadTexture("misc/emission.bmp"); texture_emission.setWrapping(TextureWrapMode.MirroredRepeat); texture_grass = OpenGLLoader.loadTexture("misc/window.png"); texture_grass.setWrapping(TextureWrapMode.MirroredRepeat); texture_floor = OpenGLLoader.loadTexture("misc/marble_floor.bmp"); texture_floor.setWrapping(TextureWrapMode.MirroredRepeat); logger.Info("Adding lights to scene ..."); addLights(); logger.Info("Scene 'crate' created completly."); }
public override void Exit() { base.Exit(); ContentManager.dispose(); OpenGLLoader.dispose(); }