protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());

            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();

            renderTech = new ForwardRenderTecnich(desc);
        }
예제 #2
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        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());

            ForwardRenderTecnichDescription desc = new ForwardRenderTecnichDescription();

            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech           = new ForwardRenderTecnich(desc);
        }
예제 #3
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        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());
            //world.Culler.SortObjectsByDistanceToCamera = true;
            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();

            desc.UsePostDrawPhase = true;
            renderTech            = new ForwardRenderTecnich(desc);
        }
예제 #4
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        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new PhysxPhysicWorld(new Vector3(0, -10, 0)), new SimpleCuller());

            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();

            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech           = new ForwardRenderTecnich(desc);
        }
예제 #5
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        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            ///create the IWorld
            world = new IWorld(new BepuPhysicWorld(-9.7f, true, 1), new SimpleCuller());

            ///Create the deferred technich
            ForwardRenderTecnichDescription desc = new ForwardRenderTecnichDescription();

            renderTech = new ForwardRenderTecnich(desc);
        }
예제 #6
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        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            ///enable multiThread HERE
            world = new IWorld(new BepuPhysicWorld(-9.8f, false, 1, true), new SimpleCuller(), null, true);

            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();

            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech           = new ForwardRenderTecnich(desc);
        }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(0), new SimpleCuller());

            ///Create the deferred technich
            ForwardRenderTecnichDescription desc = new ForwardRenderTecnichDescription();

            desc.BackGroundColor = Color.AliceBlue;
            renderTech           = new ForwardRenderTecnich(desc);
        }
        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            ///create the IWorld
            world = new IWorld(new BepuPhysicWorld(-0.97f, true, 1), new SimpleCuller());

            ///Create the deferred technich
            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();

            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech           = new ForwardRenderTecnich(desc);
        }
예제 #9
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        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            BepuPhysicWorld BepuPhysicWorld = new BepuPhysicWorld(-0.97f);
            SimpleCuller    SimpleCuller    = new SimpleCuller();

            world = new IWorld(BepuPhysicWorld, SimpleCuller);

            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();

            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech           = new ForwardRenderTecnich(desc);
        }
예제 #10
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        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller(), null, true);

            ///Create a Forward Render Technich
            ///Most of our technich like illumination, shadow ... are NOT implemented in FORWARD. Use this for simple stuffs and
            ///for W7
            ///You cant use light is this Technich (We will release the Forward Lights implementation soon showing how to expand the PloobsEngine)
            ForwardRenderTecnichDescription desc = new ForwardRenderTecnichDescription();

            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech           = new ForwardRenderTecnich(desc);
        }
예제 #11
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 protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
 {
     world      = new IWorld(new BepuPhysicWorld(gravity, false, 1, multiThread), new SimpleCuller());
     renderTech = new ForwardRenderTecnich(ForwardRenderTecnichDescription);
 }