protected override void LoadContent() { m_input = new Input(Game); LoadKeyBindings(); m_spriteBatch = new SpriteBatch(Game.GraphicsDevice); m_physicsWorld = new World(new Vector2(0, 20)); //m_camera2D = new Camera2D(GraphicsDevice); m_scene.InitializeScene(m_spriteBatch, m_physicsWorld, m_camera); m_sphere = Game.Content.Load <Model>(@"Models\sphere"); int backBufferWidth = GraphicsDevice.PresentationParameters.BackBufferWidth; int backBufferHeight = GraphicsDevice.PresentationParameters.BackBufferHeight; m_colourRT = new RenderTarget2D(GraphicsDevice, backBufferWidth, backBufferHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); m_normalRT = new RenderTarget2D(GraphicsDevice, backBufferWidth, backBufferHeight, false, SurfaceFormat.Color, DepthFormat.None); m_depthRT = new RenderTarget2D(GraphicsDevice, backBufferWidth, backBufferHeight, false, SurfaceFormat.Single, DepthFormat.None); m_lightRT = new RenderTarget2D(GraphicsDevice, backBufferWidth, backBufferHeight, false, SurfaceFormat.Color, DepthFormat.None); m_clearBufferEffect = Game.Content.Load <Effect>(@"Shaders/ClearGBuffer"); m_directionalLightEffect = Game.Content.Load <Effect>(@"Shaders/DirectionalLight"); m_combineFinalEffect = Game.Content.Load <Effect>(@"Shaders/CombineFinal"); m_pointLightEffect = Game.Content.Load <Effect>(@"Shaders/PointLight"); m_halfPixel.X = 0.5f / (float)GraphicsDevice.PresentationParameters.BackBufferWidth; m_halfPixel.Y = 0.5f / (float)GraphicsDevice.PresentationParameters.BackBufferHeight; base.LoadContent(); }