public void Start() { // Create an example triangle object. _triangleVertices = new List<Vertex>(6) { new Vertex(new Vector3(-0.25f, 0.25f, 0.0f), Colour.White, new Vector2(0.0f, 0.0f)), new Vertex(new Vector3(0.25f, -0.25f, 0.0f), Colour.White, new Vector2(1.0f, 64.0f)), new Vertex(new Vector3(-0.25f, -0.25f, 0.0f), Colour.White, new Vector2(0.0f, 64.0f)), new Vertex(new Vector3(-0.25f, 0.25f, 0.0f), Colour.White, new Vector2(0.0f, 0.0f)), new Vertex(new Vector3(0.25f, 0.25f, 0.0f), Colour.White, new Vector2(1.0f, 0.0f)), new Vertex(new Vector3(0.25f, -0.25f, 0.0f), Colour.White, new Vector2(1.0f, 64.0f)) }; _vertexBuffer = ResourceFactory.CreateVertexBufferInstance(); _vertexBuffer.SetVertices(_triangleVertices); _pTexture = ResourceFactory.CreateTexture(); _pTexture.Load(Helpers.GetRelativePath("Textures\\font.dds")); _pMaterial = ResourceFactory.CreateMaterial(); _pMaterial.SetTexture(_pTexture); _pMaterial.LoadVertexShader(Helpers.GetRelativePath("Shaders\\DiffuseTexture.hlsl"), "VSMain", "vs_5_1"); _pMaterial.LoadPixelShader(Helpers.GetRelativePath("Shaders\\DiffuseTexture.hlsl"), "PSMain", "ps_5_1"); _pMaterial.Finalise(false); _pTriangle = new RenderObject("triangle"); _pTriangle.SetVertexBuffer(_vertexBuffer); _pTriangle.SetMaterial(_pMaterial); // Create an example triangle object. _vertices2 = new List<Vertex>(4) { new Vertex(new Vector3(-0.25f, 0.25f, 0.0f), Colour.White, new Vector2(0.0f, 0.0f)), new Vertex(new Vector3(0.25f, -0.25f, 0.0f), Colour.White, new Vector2(1.0f, 1.0f)), new Vertex(new Vector3(0.25f, 0.25f, 0.0f), Colour.White, new Vector2(1.0f, 0.0f)), new Vertex(new Vector3(-0.25f, -0.25f, 0.0f), Colour.White, new Vector2(0.0f, 1.0f)) }; _indices = new List<int>(6) { 1, 0, 2, 0, 1, 3 }; _vertexBuffer2 = ResourceFactory.CreateVertexBufferInstance(); _vertexBuffer2.SetVertices(_vertices2); _indexBuffer = ResourceFactory.CreateIndexBufferInstance(); _indexBuffer.SetIndices(_indices); _pTexture2 = ResourceFactory.CreateTexture(); _pTexture2.Load(Helpers.GetRelativePath("Textures\\test2.png")); _pMaterial2 = ResourceFactory.CreateMaterial(); _pMaterial2.SetTexture(_pTexture2); _pMaterial2.LoadVertexShader(Helpers.GetRelativePath("Shaders\\DiffuseTexture.hlsl"), "VSMain", "vs_5_1"); _pMaterial2.LoadPixelShader(Helpers.GetRelativePath("Shaders\\DiffuseTexture.hlsl"), "PSMain", "ps_5_1"); _pMaterial2.Finalise(false); _pTriangle2 = new RenderObject("triangle2"); _pTriangle2.SetIndexBuffer(_indexBuffer); _pTriangle2.SetVertexBuffer(_vertexBuffer2); _pTriangle2.SetMaterial(_pMaterial2); _pFont = FontManager.LoadFont("Myriad", Helpers.GetRelativePath("Textures\\myriad.dds"), Helpers.GetRelativePath("Textures\\myriad.txt")); _pText = new Text("text", _pFont); _pText.SetText("test"); _pText.SetColour(Colour.Yellow); _pText.Transform.Position = new Vector3(0.0f, 0.0f, 0.0f); _pText2 = new Text("text2", _pFont); _pText2.SetText("Hello world!"); _pText2.Transform.Position = new Vector3(0.0f, 20.0f, 0.0f); _pText2.EnableWorldSpace(true); }