コード例 #1
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        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());

            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();

            renderTech = new ForwardRenderTecnich(desc);
        }
コード例 #2
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        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());

            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();

            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech           = new ForwardRenderTecnich(desc);
        }
コード例 #3
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        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());
            //world.Culler.SortObjectsByDistanceToCamera = true;
            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();

            desc.UsePostDrawPhase = true;
            renderTech            = new ForwardRenderTecnich(desc);
        }
コード例 #4
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        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            ///enable multiThread HERE
            world = new IWorld(new BepuPhysicWorld(-9.8f, false, 1, true), new SimpleCuller(), null, true);

            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();

            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech           = new ForwardRenderTecnich(desc);
        }
コード例 #5
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        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            ///create the IWorld
            world = new IWorld(new BepuPhysicWorld(-0.97f, true, 1), new SimpleCuller());

            ///Create the deferred technich
            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();

            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech           = new ForwardRenderTecnich(desc);
        }
コード例 #6
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        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            PhysxPhysicWorld PhysxPhysicWorld = new PhysxPhysicWorld(new Vector3(0, -10, 0), true);

            world = new IWorld(PhysxPhysicWorld, new SimpleCuller());

            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();

            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech           = new ForwardRenderTecnich(desc);
        }
コード例 #7
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        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            BepuPhysicWorld BepuPhysicWorld = new BepuPhysicWorld(-0.97f);
            SimpleCuller    SimpleCuller    = new SimpleCuller();

            world = new IWorld(BepuPhysicWorld, SimpleCuller, new DPSFParticleManager());

            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();

            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech           = new ForwardRenderTecnich(desc);
        }
コード例 #8
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        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            BepuPhysicWorld BepuPhysicWorld = new BepuPhysicWorld(-9.7f);
            SimpleCuller    SimpleCuller    = new SimpleCuller();

            world = new IWorld(BepuPhysicWorld, SimpleCuller);

            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();

            desc.BackGroundColor = Color.CornflowerBlue;
            desc.UsePostEffect   = true;
            renderTech           = new ForwardRenderTecnich(desc);
        }
コード例 #9
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 public ForwardBepuScreen(ForwardRenderTecnichDescription?forwardRenderTecnichDescription = null, float gravity = -9.98f, bool multiThread = false)
 {
     this.gravity     = gravity;
     this.multiThread = multiThread;
     this.ForwardRenderTecnichDescription = forwardRenderTecnichDescription.HasValue ? forwardRenderTecnichDescription.Value : ForwardRenderTecnichDescription.Default();
 }