Esempio n. 1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            sky = new SkyDome(this, ref camera);
            // Set skydome parameters here

            this.Components.Add(sky);

            terrain        = content.Load <Model>("Content/Models/terrain");
            terrainTexture = content.Load <Texture2D>("Content/Models/ground");
            terrainEffect  = content.Load <Effect>("Content/Effects/Sky");

            this.day    = content.Load <Texture2D>("Content/Textures/SkyDay");
            this.sunset = content.Load <Texture2D>("Content/Textures/Sunset");
            this.night  = content.Load <Texture2D>("Content/Textures/SkyNight");

            RemapModel(terrain, terrainEffect);

            Font         = content.Load <SpriteFont>("Content/Fuente");
            FontPosition = new Vector2(100, 50);
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            sky = new SkyDome(this, ref camera);
            // Set skydome parameters here

            this.Components.Add(sky);

            terrain = content.Load<Model>("Content/Models/terrain");
            terrainTexture = content.Load<Texture2D>("Content/Models/ground");
            terrainEffect = content.Load<Effect>("Content/Effects/Sky");

            this.day = content.Load<Texture2D>("Content/Textures/SkyDay");
            this.sunset = content.Load<Texture2D>("Content/Textures/Sunset");
            this.night = content.Load<Texture2D>("Content/Textures/SkyNight");

            RemapModel(terrain, terrainEffect);

            Font = content.Load<SpriteFont>("Content/Fuente");
            FontPosition = new Vector2(100, 50);
        }