/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); floor = new Floor(GraphicsDevice, Content.Load <Texture2D>("Models\\setts"), Content.Load <Texture2D>("Models\\setts-normalmap"), 50, 50, new Vector3(0, 0, 0)); renderManager.AddBundleModelWithCustomEffect(new BundleModel(new Vector3(1, 1.001f, 1), "Models\\snowplow", 0.7f)); renderManager.AddBundleModelWithCustomEffect(new BundleModel(new Vector3(1, 1.001f, -1), "Models\\snowplow", 0.7f)); renderManager.AddBundleModelWithCustomEffect(new BundleModel(new Vector3(1, 1.001f, -3), "Models\\snowplow", 0.7f)); renderManager.AddBundleModelWithCustomEffect(new BundleModel(new Vector3(1, 1.001f, -5), "Models\\snowplow", 0.7f)); renderManager.AddBundleModelWithCustomEffect(new BundleModel(new Vector3(-6, 0, 2), "Models\\jeep", 0.8f)); renderManager.AddBundleModelWithCustomEffect(new BundleModel(new Vector3(5, 5, 2), "Models\\Helicopter", 0.8f)); renderManager.AddBundleModelWithCustomEffect(new BundleModel(new Vector3(-1, 5, 3), "Models\\BeachBall", 0.4f)); renderManager.AddBundleModelWithCustomEffect(new BundleModel(new Vector3(0, 0, 10), "Models\\moffett-old-building-a", 1)); customEffect = Content.Load <Effect>("customEffect"); customEffect.Parameters["AmbientLightIntensity"].SetValue(new Vector3(0.45f, 0.45f, 0.45f)); customEffect.Parameters["DirectLightDirection"].SetValue(new Vector3(0, -1, 0)); customEffect.Parameters["DirectLightDiffuseIntensity"].SetValue(new Vector3(0.5f, 0.5f, 0.5f)); customEffect.Parameters["DirectLightSpecularIntensity"].SetValue(new Vector3(0.55f, 0.55f, 0.55f)); customEffect.Parameters["Alpha"].SetValue(1); customEffect.Parameters["FogEnabled"].SetValue(true); customEffect.Parameters["FogStart"].SetValue(10); customEffect.Parameters["FogEnd"].SetValue(25); customEffect.Parameters["FogColor"].SetValue(Color.DarkGray.ToVector3()); // EnvironmentTextured //speherePosition = new Vector3(-2, 2, -3); //sphereBundle = new BundleModel(speherePosition,"Models\\sphere_mapped", 0.8f, Content.Load<Texture2D>("Models\\BeachBallNormalMap"), Content.Load<Texture2D>("Models\\normal_4")); //sphereBundle.bEnvironmentTextured = true; //sphereBundle.bModel = Content.Load<Model>("Models\\sphere_mapped"); //renderManager.AddBundleModelWithCustomEffect(sphereBundle); renderManager.CustomEffect = customEffect; renderManager.Graphics = graphics; renderManager.Load(); floor = new Floor(GraphicsDevice, Content.Load <Texture2D>("Models\\setts"), Content.Load <Texture2D>("Models\\setts-normalmap"), 50, 50, new Vector3(0, 0, 0)); floor.SetEffectParameters(customEffect); renderManager.Floor = floor; //sphereReflection = new Reflection(speherePosition, graphics.GraphicsDevice, renderManager, customEffect); fCamera = new FlyingCamera(); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; }