public override void Initialize() { AddGameSystem(new ImGuiSystem()); _spriteShader = BasicShaderFactory.CreateSpriteShaderProgram(RenderContext); _lineShader = BasicShaderFactory.CreateLineShaderProgram(RenderContext); _lineBatch = new LineBatch2D(RenderContext) { ShaderProgram = _lineShader }; }
public override void Initialize() { base.Initialize(); _tilesetTexture = AssetManager.Load <Texture2D>("./Assets/Textures/tilesheet.png"); TextureHelper.SetParametersForPixelArt(RenderContext, _tilesetTexture); _tileset = Tileset.FromTileSize(_tilesetTexture, 16); _spriteShader = BasicShaderFactory.CreateSpriteShaderProgram(RenderContext); _spriteBatch = new SpriteBatch(RenderContext); }
public override void Initialize() { #if DEBUG AssetManager.RootPath = "../../../Assets"; #else AssetManager.RootPath = "./Assets"; #endif AddGameSystem(new ImGuiSystem()); _spriteShader = BasicShaderFactory.CreateSpriteShaderProgram(RenderContext); _testShader = AssetManager.Load <ShaderProgram>("./Shaders/shader.json", true); _testShader.Label = "test shader label"; _mittens = AssetManager.Load <Texture2D>("./Textures/mittens.png", true); _spriteBatch = new SpriteBatch(RenderContext) { Shader = _testShader }; }