protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                ///Uncoment to add your model
                SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario");
                ///Physic info (position, rotation and scale are set here)
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ///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);
            }

            {
                SnowParticleSystem snow = new SnowParticleSystem();
                DPFSParticleSystem ps   = new DPFSParticleSystem("snow", snow);
                this.World.ParticleManager.AddAndInitializeParticleSystem(ps);

                ///cant set emiter position before adding the particle
                ///IF YOU DO SO, IT WILL NOT WORK
                snow.Emitter.PositionData.Position = new Vector3(500, 0, 0);
            }


            CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(-50), MathHelper.ToRadians(-10), new Vector3(-200, 150, 250), GraphicInfo);

            this.World.CameraManager.AddCamera(cam);
        }
 public void Initialize()
 {
     _playerVelocity       = Vector3.Zero;
     _bubbleParticleSystem = new BubbleParticleSystem(_game, _game.Content);
     _bubbleParticleSystem.Initialize();
     _snowParticleSystem = new SnowParticleSystem(_game, _game.Content);
     _snowParticleSystem.Initialize();
 }
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        public void Initialize()
        {
            _playerVelocity       = Vector3.Zero;
            _bubbleParticleSystem = new BubbleParticleSystem(_game, _game.Content);
            _bubbleParticleSystem.Initialize();
            _snowParticleSystem = new SnowParticleSystem(_game, _game.Content);
            _snowParticleSystem.Initialize();

            Camera.LeftRightRotation = 3.946f;
            Camera.UpDownRotation    = -1.124f;
            _elapsedTime             = 0.0f;
            _onBlockSlection         = false;
        }
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        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SnowParticleSystem snow = new SnowParticleSystem();
                DPFSParticleSystem ps   = new DPFSParticleSystem("snow", snow);
                this.World.ParticleManager.AddAndInitializeParticleSystem(ps);

                ///cant set emiter position before adding the particle
                ///IF YOU DO SO, IT WILL NOT WORK
                snow.Emitter.PositionData.Position = new Vector3(500, 0, 0);
            }

            ObjectThrowSmokeParticle ot = new ObjectThrowSmokeParticle(this);

            this.AddScreenUpdateable(ot);


            ///OUR Classic Model
            {
                ///Create the xml file model extractor
                ///Loads a XML file that was export by our 3DS MAX plugin
                ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//");
                this.AttachCleanUpAble(ext);
                ///Extract all the XML info (Model,Cameras, ...)
                ModelLoaderData data = ext.Load(factory, GraphicInfo, "ilha");
                ///Create the WOrld Loader
                ///Convert the ModelLoaderData in World Entities
                WorldLoader wl = new WorldLoader(); ///all default
                wl.LoadWorld(factory, GraphicInfo, World, data);
            }

            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion


            CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(-50), MathHelper.ToRadians(-10), new Vector3(-200, 150, 250), GraphicInfo);
            this.World.CameraManager.AddCamera(cam);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);

            this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectStalker());
        }