public bool Setup( IGraphicsContext glContext, int width, int height ) { // instantiate the Root singleton engine = Root.Instance; // add event handlers for frame events engine.FrameStarted += OnFrameStarted; engine.FrameRenderingQueued += OnFrameRenderingQueued; engine.FrameEnded += OnFrameEnded; Root.Instance.Initialize( false, "Axiom Engine Demo Window" ); NamedParameterList miscParams = new NamedParameterList(); miscParams.Add( "externalWindowInfo", glContext ); miscParams.Add( "externalWindow", true ); window = Root.Instance.CreateRenderWindow( "Droid.Demo", width, height, true, miscParams ); TechDemoListener rwl = new TechDemoListener( window ); WindowEventMonitor.Instance.RegisterListener( window, rwl ); SetupResources(); ChooseSceneManager(); CreateCamera(); CreateViewports(); this.viewport.BackgroundColor = ColorEx.SteelBlue; // set default mipmap level TextureManager.Instance.DefaultMipmapCount = 5; // Create any resource listeners (for loading screens) this.CreateResourceListener(); // Load resources this.LoadResources(); ShowDebugOverlay( true ); //CreateGUI(); //input = SetupInput(); // call the overridden CreateScene method CreateScene(); return true; }
public virtual bool Setup() { // instantiate the Root singleton //engine = new Root( "AxiomEngine.log" ); engine = Root.Instance; // add event handlers for frame events engine.FrameStarted += OnFrameStarted; engine.FrameRenderingQueued += OnFrameRenderingQueued; engine.FrameEnded += OnFrameEnded; window = Root.Instance.Initialize( true, "Axiom Engine Demo Window" ); TechDemoListener rwl = new TechDemoListener( window ); WindowEventMonitor.Instance.RegisterListener( window, rwl ); ChooseSceneManager(); CreateCamera(); CreateViewports(); // set default mipmap level TextureManager.Instance.DefaultMipmapCount = 5; // Create any resource listeners (for loading screens) this.CreateResourceListener(); // Load resources this.LoadResources(); ShowDebugOverlay( showDebugOverlay ); //CreateGUI(); input = SetupInput(); // call the overridden CreateScene method CreateScene(); return true; }