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); }
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); }
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); }
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); }
/// <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); }
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); }
/// <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); }
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); }
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(); }