void game_InitializeEvent(object sender, EventArgs e) { Matrix mWaterWorld = Matrix.Identity;// r* t; /*-------------------------------------------------------------------------- * Create the water and fill in the info structure *--------------------------------------------------------------------------*/ WaterInfoTest info = new WaterInfoTest(); info.fxFilename = System.Windows.Forms.Application.StartupPath + @"\Shaders\Water.fx"; info.vertRows = 513; info.vertCols = 513; info.dx = 5.25f; //spaccing of grid lines - big distance info.dz = 5.25f; //info.dx = 0.5f; // small distance //info.dz = 0.5f; info.waveMapFileName0 = System.Windows.Forms.Application.StartupPath + @"\Content\wave0.dds"; info.waveMapFileName1 = System.Windows.Forms.Application.StartupPath + @"\Content\wave1.dds"; info.waveNMapVelocity0 = new Vector2(0.03f, 0.05f); info.waveNMapVelocity1 = new Vector2(-0.01f, 0.03f); info.texScale = 24.0f; info.toWorld = mWaterWorld; TextureCube mEnvMap = TextureCube.FromFile(game.GraphicsDevice, System.Windows.Forms.Application.StartupPath + @"\Content\EnvMap.dds"); water = new Water(game, info, mEnvMap); //mWaterColor = new ColorValue( ( 255 * .13f ), ( 255 * .19f ), ( 255 * .22f ) ); //use a sky model with a Hoffman-Preethem scattering method //mSkyModel = new SkyModel( 2000, mGDevice, typeof( Hoffman_Preethem ), mTerrain.Textures ); //mGlarePostProcess = new GlarePostProcess( mGDevice, mGDevice.Viewport.Width, mGDevice.Viewport.Height ); //mEnablePostProcess = true; }