internal static void LoadContent() { fillInRandom = new Utilities.Random2D(null, 4000); bgFillIns.Add(ResourceManager.Load <Texture2D>("GUI/Grid/FillIn0")); bgFillIns.Add(ResourceManager.Load <Texture2D>("GUI/Grid/FillIn1")); EmptyFont = ResourceManager.Load <SpriteFont>("Fonts/LiberationSans_60_b"); Blur = ResourceManager.Load <Effect>("Shaders/GameBG"); overlayShader = ResourceManager.Load <Effect>("Shaders/PlacableOverlay"); DistortionTexture = new Texture2D(GraphicsEngine.Renderer.GraphicsDevice, Main.WindowWidth / 8, Main.WindowHeight / 8); DistColors = new Color[DistortionTexture.Width * DistortionTexture.Height]; overlayfbo = new RenderTarget2D(GraphicsEngine.Renderer.GraphicsDevice, Main.WindowWidth, Main.WindowHeight); //DistortionFBO = new RenderTarget2D(GraphicsEngine.Renderer.GraphicsDevice, // Main.WindowWidth, Main.WindowHeight); }
internal static void LoadContent() { fillInRandom = new Utilities.Random2D(null, 4000); bgFillIns.Add(ResourceManager.Load<Texture2D>("GUI/Grid/FillIn0")); bgFillIns.Add(ResourceManager.Load<Texture2D>("GUI/Grid/FillIn1")); EmptyFont = ResourceManager.Load<SpriteFont>("Fonts/LiberationSans_60_b"); Blur = ResourceManager.Load<Effect>("Shaders/GameBG"); overlayShader = ResourceManager.Load<Effect>("Shaders/PlacableOverlay"); DistortionTexture = new Texture2D(GraphicsEngine.Renderer.GraphicsDevice, Main.WindowWidth / 8, Main.WindowHeight / 8); DistColors = new Color[DistortionTexture.Width * DistortionTexture.Height]; overlayfbo = new RenderTarget2D(GraphicsEngine.Renderer.GraphicsDevice, Main.WindowWidth, Main.WindowHeight); //DistortionFBO = new RenderTarget2D(GraphicsEngine.Renderer.GraphicsDevice, // Main.WindowWidth, Main.WindowHeight); }