protected override void LoadContent() { // Ensure we have default textures loaded. TextureMapper.LoadDefaults(GraphicsDevice); // Load any custom textures if needed. TextureMapper = new TextureMapper(GraphicsDevice); if (UserSettings.Local.SelectedTexturePack != TexturePack.Default.Name) TextureMapper.AddTexturePack(TexturePack.FromArchive(Path.Combine(TexturePack.TexturePackPath, UserSettings.Local.SelectedTexturePack))); Pixel = new FontRenderer( new Font(Content, "Fonts/Pixel", FontStyle.Regular), new Font(Content, "Fonts/Pixel", FontStyle.Bold), null, // No support for underlined or strikethrough yet. The FontRenderer will revert to using the regular font style. null, // (I don't think BMFont has those options?) new Font(Content, "Fonts/Pixel", FontStyle.Italic)); Interfaces.Add(ChatInterface = new ChatInterface(Client, KeyboardComponent, Pixel)); Interfaces.Add(DebugInterface = new DebugInterface(Client, Pixel)); ChatInterface.IsVisible = true; DebugInterface.IsVisible = true; OpaqueEffect = new BasicEffect(GraphicsDevice); OpaqueEffect.EnableDefaultLighting(); OpaqueEffect.DirectionalLight0.SpecularColor = Color.Black.ToVector3(); OpaqueEffect.DirectionalLight1.SpecularColor = Color.Black.ToVector3(); OpaqueEffect.DirectionalLight2.SpecularColor = Color.Black.ToVector3(); OpaqueEffect.TextureEnabled = true; OpaqueEffect.Texture = TextureMapper.GetTexture("terrain.png"); OpaqueEffect.FogEnabled = true; OpaqueEffect.FogStart = 512f; OpaqueEffect.FogEnd = 1000f; OpaqueEffect.FogColor = Color.CornflowerBlue.ToVector3(); OpaqueEffect.VertexColorEnabled = true; TransparentEffect = new AlphaTestEffect(GraphicsDevice); TransparentEffect.AlphaFunction = CompareFunction.Greater; TransparentEffect.ReferenceAlpha = 127; TransparentEffect.Texture = TextureMapper.GetTexture("terrain.png"); TransparentEffect.VertexColorEnabled = true; base.LoadContent(); }
protected override void LoadContent() { // Ensure we have default textures loaded. TextureMapper.LoadDefaults(GraphicsDevice); // Load any custom textures if needed. TextureMapper = new TextureMapper(GraphicsDevice); if (UserSettings.Local.SelectedTexturePack != TexturePack.Default.Name) TextureMapper.AddTexturePack(TexturePack.FromArchive(Path.Combine(Paths.TexturePacks, UserSettings.Local.SelectedTexturePack))); Pixel = new FontRenderer( new Font(Content, "Fonts/Pixel"), new Font(Content, "Fonts/Pixel", FontStyle.Bold), null, null, new Font(Content, "Fonts/Pixel", FontStyle.Italic)); base.LoadContent(); }