public ToyWorldRenderer() { // TODO: gather and distribute types to TypeSwitches based on available constructor through reflection (add attributes?) //// Geometry registration // Plain geometries GeometryManager.Case <Quad>(); GeometryManager.Case <QuadTex>(); GeometryManager.Case <Cube>(); GeometryManager.Case <DuplicatedCube>(); // Parameterized geometries GeometryManager.CaseParam <DuplicatedGrid>(); GeometryManager.CaseParam <CubeGrid>(); GeometryManager.CaseParam <DuplicatedCubeGrid>(); //// Effect registration EffectManager.Case <NoEffectTex>(); EffectManager.Case <NoEffectOffset>(); EffectManager.Case <SmokeEffect>(); EffectManager.Case <NoiseEffect>(); }