public override void init() { //Device de DirectX para crear primitivas Device d3dDevice = GuiController.Instance.D3dDevice; //Carpeta de archivos Media del alumno string alumnoMediaFolder = GuiController.Instance.AlumnoEjemplosMediaDir; //Creacion de una esfera string sphere = GuiController.Instance.ExamplesMediaDir + "ModelosTgc\\Sphere\\Sphere-TgcScene.xml"; TgcSceneLoader loader = new TgcSceneLoader(); Universo = loader.loadSceneFromFile(GuiController.Instance.ExamplesMediaDir + "MeshCreator\\Scenes\\Universo\\Universo-TgcScene.xml"); //Cargado texturas para nave //TgcScene modeloNaveEnemiga = loader.loadSceneFromFile(GuiController.Instance.ExamplesMediaDir + "MeshCreator\\Meshes\\Vehiculos\\StarWars-Speeder\\StarWars-Speeder-TgcScene.xml"); TgcScene modeloNaveEnemiga = loader.loadSceneFromFile(GuiController.Instance.ExamplesMediaDir + "MeshCreator\\Meshes\\Vehiculos\\AvionCaza\\AvionCaza-TgcScene.xml"); TgcScene modelosDeNaves = loader.loadSceneFromFile(GuiController.Instance.ExamplesMediaDir + "MeshCreator\\Meshes\\Vehiculos\\AvionCaza\\AvionCaza-TgcScene.xml"); nave.Iniciar(modelosDeNaves); NaveEnemiga1.Iniciar(modeloNaveEnemiga, nave.Modelo.Position); //Cargado de textura para el sol sol = loader.loadSceneFromFile(sphere).Meshes[0]; sol.changeDiffuseMaps(new TgcTexture[] { TgcTexture.createTexture(d3dDevice, GuiController.Instance.ExamplesDir + "Transformations\\SistemaSolar\\SunTexture.jpg") }); //Deshabilitamos el manejo automático de Transformaciones de TgcMesh, para poder manipularlas en forma customizada sol.AutoTransformEnable = false; GuiController.Instance.UserVars.addVar("variablePrueba"); GuiController.Instance.UserVars.setValue("variablePrueba", 5451); ///////////////MODIFIERS////////////////// //Crear un modifier para un valor FLOAT GuiController.Instance.Modifiers.addFloat("camaraY", 0f, 1500f, 400f); GuiController.Instance.Modifiers.addFloat("camaraZ", 0f, 1500f, 1000f); float camaraY = (float)GuiController.Instance.Modifiers["camaraY"]; float camaraZ = (float)GuiController.Instance.Modifiers["camaraZ"]; //Crear un modifier para un ComboBox con opciones string[] opciones = new string[] { "opcion1", "opcion2", "opcion3" }; GuiController.Instance.Modifiers.addInterval("valorIntervalo", opciones, 0); //Crear un modifier para modificar un vértice GuiController.Instance.Modifiers.addVertex3f("valorVertice", new Vector3(-100, -100, -100), new Vector3(50, 50, 50), new Vector3(0, 0, 0)); camaraTerceraPersona.Iniciar(nave.Modelo.Position, camaraY, camaraZ); List <string> lista = new List <string>(); lista.Add("elemento1"); lista.Add("elemento2"); string elemento1 = lista[0]; foreach (string elemento in lista) { //Loggear por consola del Framework GuiController.Instance.Logger.log(elemento); } for (int i = 0; i < lista.Count; i++) { string element = lista[i]; } //GuiController.Instance.BackgroundColor = Color.Black; currentFile = null; GuiController.Instance.Modifiers.addFile("MP3-File", GuiController.Instance.ExamplesMediaDir + "Music\\I am The Money.mp3", "MP3s|*.mp3"); //obstaculos.Add(sol); //foreach (TgcMesh mesh in Universo.Meshes) //{ // obstaculos.Add(mesh); //} GuiController.Instance.CustomRenderEnabled = true; CustomVertex.PositionTextured[] screenQuadVertices = new CustomVertex.PositionTextured[] { new CustomVertex.PositionTextured(-1, 1, 1, 0, 0), new CustomVertex.PositionTextured(1, 1, 1, 1, 0), new CustomVertex.PositionTextured(-1, -1, 1, 0, 1), new CustomVertex.PositionTextured(1, -1, 1, 1, 1) }; screenQuadVB = new VertexBuffer(typeof(CustomVertex.PositionTextured), 4, d3dDevice, Usage.Dynamic | Usage.WriteOnly, CustomVertex.PositionTextured.Format, Pool.Default); screenQuadVB.SetData(screenQuadVertices, 0, LockFlags.None); renderTarget2D = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth , d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget, Format.X8R8G8B8, Pool.Default); //Cargar shader con efectos de Post-Procesado effect = TgcShaders.loadEffect(GuiController.Instance.ExamplesMediaDir + "Shaders\\PostProcess.fx"); //Configurar Technique dentro del shader effect.Technique = "BlurTechnique"; }