예제 #1
0
파일: Water.cs 프로젝트: zulis/Cubica
        public override void Initialize()
        {
            ReflectRS = Scene.CreateRenderSurfaceEx(-1, -1, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_DEFAULT, true, true, 1);
            ReflectRS.SetBackgroundColor(Globals.RGBA(0f, 0f, 0.1906f, 1f));

            RefractRS = Scene.CreateRenderSurfaceEx(-1, -1, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_DEFAULT, true, true, 1);
            RefractRS.SetBackgroundColor(Globals.RGBA(0f, 0f, 0.1906f, 1f));

            mesh = Core.Scene.CreateMeshBuilder();
            mesh.AddFloor(Helpers.GetDUDVTextureFromResource(Core, Resources.water), -256, -256, 256, 256, -3, 2, 2);
            mesh.SetPosition(Position.x, Position.y, Position.z);
            mesh.SetScale(Scale.x, Scale.y, Scale.z);

            plane = new TV_PLANE(Globals.Vector3(0, 1, 0), 3f);
            GraphicEffect.SetWaterReflection(mesh, ReflectRS, RefractRS, 0, plane);
        }
예제 #2
0
파일: Water.cs 프로젝트: zulis/Cubica
        public override void Initialize()
        {
            ReflectRS = Scene.CreateRenderSurfaceEx(-1, -1, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_DEFAULT, true, true, 1);
            ReflectRS.SetBackgroundColor(Globals.RGBA(0f, 0f, 0.1906f, 1f));

            RefractRS = Scene.CreateRenderSurfaceEx(-1, -1, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_DEFAULT, true, true, 1);
            RefractRS.SetBackgroundColor(Globals.RGBA(0f, 0f, 0.1906f, 1f));

            mesh = Core.Scene.CreateMeshBuilder();
            mesh.AddFloor(Helpers.GetDUDVTextureFromResource(Core, Resources.water), -256, -256, 256, 256, -3, 2, 2);
            mesh.SetPosition(Position.x, Position.y, Position.z);
            mesh.SetScale(Scale.x, Scale.y, Scale.z);

            plane = new TV_PLANE(Globals.Vector3(0, 1, 0), 3f);
            GraphicEffect.SetWaterReflection(mesh, ReflectRS, RefractRS, 0, plane);
        }
예제 #3
0
파일: Water.cs 프로젝트: zulis/Sandbox
        public Water(ICore core)
            : base(core)
        {
            this.core = core;

            ReflectRS = core.Scene.CreateRenderSurfaceEx(-1, -1, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_DEFAULT, true, true, 1);
            ReflectRS.SetBackgroundColor(core.Globals.RGBA(0f, 0f, 0.1906f, 1f));

            RefractRS = core.Scene.CreateRenderSurfaceEx(-1, -1, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_DEFAULT, true, true, 1);
            RefractRS.SetBackgroundColor(core.Globals.RGBA(0f, 0f, 0.1906f, 1f));

            mesh = core.Scene.CreateMeshBuilder();
            mesh.AddFloor(Helpers.GetDUDVTextureFromResource(core, Resources.water), -256, -256, 256, 256, -3, 2, 2);

            plane = new TV_PLANE(core.Globals.Vector3(0, 1, 0), 3f);
            core.GraphicEffect.SetWaterReflection(mesh, ReflectRS, RefractRS, 0, plane);

            Name     = core.GetName <Water>();
            UniqueId = mesh.GetMeshName();
        }
예제 #4
0
파일: Water.cs 프로젝트: zulis/Sandbox
        public Water(ICore core)
            : base(core)
        {
            this.core = core;

            ReflectRS = core.Scene.CreateRenderSurfaceEx(-1, -1, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_DEFAULT, true, true, 1);
            ReflectRS.SetBackgroundColor(core.Globals.RGBA(0f, 0f, 0.1906f, 1f));

            RefractRS = core.Scene.CreateRenderSurfaceEx(-1, -1, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_DEFAULT, true, true, 1);
            RefractRS.SetBackgroundColor(core.Globals.RGBA(0f, 0f, 0.1906f, 1f));

            mesh = core.Scene.CreateMeshBuilder();
            mesh.AddFloor(Helpers.GetDUDVTextureFromResource(core, Resources.water), -256, -256, 256, 256, -3, 2, 2);

            plane = new TV_PLANE(core.Globals.Vector3(0, 1, 0), 3f);
            core.GraphicEffect.SetWaterReflection(mesh, ReflectRS, RefractRS, 0, plane);

            Name = core.GetName<Water>();
            UniqueId = mesh.GetMeshName();
        }
예제 #5
0
        public void Init()
        {
            //bool DebugToConsole = true;

            // We have to create the TV object before anything else.
            TV = new TVEngine();

            // Set the search directory of the objects, textures, ...
            TV.SetSearchDirectory(Application.StartupPath);

            // We put the debug file in the app directory
            //TV.SetDebugFile(Application.StartupPath + "\\WorldEngine-Debug.txt");
            //TV.SetDebugMode(true, true, DebugToConsole);
            TV.SetDebugMode(false, false, false, false);

            // We initialize TV in the picture box of the form.
            TV.Init3DWindowed(GameHandle);

            // We want to see the FPS.
            TV.DisplayFPS(true);

            // We create the TVGlobals object.
            Globals = new TVGlobals();

            // We create the input object.
            InputEngine = new TVInputEngine();
            InputEngine.Initialize();

            // New : we create the graphic object so we can add some fog.
            GraphicFX = new TVGraphicEffect();

            // We create the scene (the world).
            Scene = new TVScene();
            //Scene.SetViewFrustum(45, 20000);
            //Scene.SetViewFrustum(45, 20);

            // We create the atmosphere class
            Atmos = new TVAtmosphere();

            // As said above, we need to create a new object which will
            // hold all the textures needed for our land.
            TextureFactory = new TVTextureFactory();

            // We load the sky texture.
            TextureFactory.LoadTexture("Media\\sky\\sunset\\up.jpg", "SkyTop", -1, -1);
            TextureFactory.LoadTexture("Media\\sky\\sunset\\down.jpg", "SkyBottom", -1, -1);
            TextureFactory.LoadTexture("Media\\sky\\sunset\\left.jpg", "SkyLeft", -1, -1);
            TextureFactory.LoadTexture("Media\\sky\\sunset\\right.jpg", "SkyRight", -1, -1);
            TextureFactory.LoadTexture("Media\\sky\\sunset\\front.jpg", "SkyFront", -1, -1);
            TextureFactory.LoadTexture("Media\\sky\\sunset\\back.jpg", "SkyBack", -1, -1);

            // We set the sky textures.
            Atmos.SkyBox_SetTexture(Globals.GetTex("SkyFront"), Globals.GetTex("SkyBack"), Globals.GetTex("SkyLeft"), Globals.GetTex("SkyRight"), Globals.GetTex("SkyTop"), Globals.GetTex("SkyBottom"));
            Atmos.SkyBox_Enable(true);

            // New : the land generation. This is so much fun because it's
            // so simple! You load a texture as a height map, the engine
            // does the rest. But before this, we create the land object.
            Land = new TVLandscape();
            //Land = Scene.CreateLandscape("Land");

            // Generate the height of the land from the grayscale of the image.
            //Land.GenerateTerrain("Media\\heightmap.jpg", CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_LOW, 8, 8, -1024, 0, -1024, true);
            //Land.CreateEmptyTerrain(CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_LOW, 1, 1, -128, 0, -128);

            // Because we don't want to have mountains with height that get to
            // the clouds, we adjust the height (Y) factor.
            //Land.SetScale(1, 0.7f, 1);

            // Then, we load the land texture.
            TextureFactory.LoadTexture("Media\\dirtandgrass.jpg", "LandTexture", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);
            TextureFactory.LoadTexture("Media\\dirtandgrass2.jpg", "LandTexture2", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);

            //...The splatting texture...
            TextureFactory.LoadTexture("Media\\grass.dds", "SplattingTexture", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);
            TextureFactory.LoadTexture("Media\\grassa.dds", "SplattingAlphaTexture", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);

            // We assign a texture to that land.
            //Land.SetTexture(Globals.GetTex("LandTexture"), -1);
            //Land.SetTextureScale(3, 3, -1);

            // New : the sun. We have to place the sun in the world. Just like the
            // sky box, the sun is attached to the camera position vector. You will
            // never notice it until you start playing really badly with the
            // properties of the sun. Let's start by loading a texture for it.
            TextureFactory.LoadTexture("Media\\sun.jpg", "Sun", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);

            // Then, initialize it by placing it via a vector.
            Atmos.Sun_SetTexture(Globals.GetTex("Sun"));
            Atmos.Sun_SetBillboardSize(1);
            Atmos.Sun_SetPosition(-1000f, 570f, 0f);
            Atmos.Sun_Enable(true);

            // New : To add extra visual effects, we add a lens flare effect. For
            // this, we have to load some cirles that will be used to simulate
            // the flare effect.
            TextureFactory.LoadTexture("Media\\flare1.jpg", "Flare1", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);
            TextureFactory.LoadTexture("Media\\flare2.jpg", "Flare2", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);
            TextureFactory.LoadTexture("Media\\flare3.jpg", "Flare3", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);
            TextureFactory.LoadTexture("Media\\flare4.jpg", "Flare4", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);

            // Initialize the lens flares.
            Atmos.LensFlare_SetLensNumber(4);
            Atmos.LensFlare_Enable(true);
            Atmos.LensFlare_SetLensParams(0, Globals.GetTex("Flare1"), 2 * 5f, 40, Globals.RGBA(1f, 1f, 1f, 0.5f), Globals.RGBA(1f, 1f, 1f, 0.5f));
            Atmos.LensFlare_SetLensParams(1, Globals.GetTex("Flare2"), 2 * 1f, 18, Globals.RGBA(1f, 1f, 1f, 0.5f), Globals.RGBA(1f, 1f, 1f, 0.5f));
            Atmos.LensFlare_SetLensParams(2, Globals.GetTex("Flare3"), 2 * 1.8f, 15, Globals.RGBA(1f, 1f, 1f, 0.5f), Globals.RGBA(0.7f, 1f, 1f, 0.5f));
            Atmos.LensFlare_SetLensParams(3, Globals.GetTex("Flare4"), 2 * 1f, 6, Globals.RGBA(1f, 0.1f, 0f, 0.5f), Globals.RGBA(0.5f, 1f, 1f, 0.5f));

            // New : also for fun, we add water. We start by loading the
            // water tetxure...

            sngWaterHeight = -1; //60
            TextureFactory.LoadTexture("Media\\water.bmp", "Water");

            WaterMesh = Scene.CreateMeshBuilder();
            WaterMesh.AddFloor(Globals.GetTex("Water"), -700, 0, (8 * 256) - 700, 8 * 256, sngWaterHeight, 1, 1, false);
            RenderSurf1 = Scene.CreateRenderSurface(256, 256, true);
            RenderSurf2 = Scene.CreateRenderSurface(256, 256, true);
            WPlane.Dist = -sngWaterHeight;
            WPlane.Normal = new TV_3DVECTOR(0, 1, 0);
            RenderSurf1.SetBackgroundColor(355);
            GraphicFX.SetWaterReflection(WaterMesh, RenderSurf1, RenderSurf2, 0, WPlane);

            // New : for fun, we will also add some clouds, just over the water
            // to give a creepy fog effect. Let's start by loading the clouds textures.
            TextureFactory.LoadTexture("Media\\cloud1.dds", "Clouds", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_BLACK, true);

            // Then, set the land's clouds.
            Atmos.Clouds_Create(1, 1024, 1024);
            Atmos.Clouds_SetLayerParameters(0, 300, Globals.GetTex("Clouds"));
            Atmos.Clouds_SetLayerAnimation(0, true, 0.01f, 0.01f);

            // We set the camera vectors (position and look at) and angles.
            sngPositionX = 0f;
            sngPositionY = 20f;
            sngPositionZ = 0f;
            snglookatX = 0f;
            snglookatY = 20f;
            snglookatZ = 50f;
            sngAngleX = 0f;
            sngAngleY = 0f;

            // We set the initial values of movement
            sngWalk = 0f;
            sngStrafe = 0f;

            // Set the viewing distance
            Scene.SetViewFrustum(60f, 900f); //"random" values, TODO : Check for better ones ?
            //http://www.truevision3d.com/forums/tv3d_sdk_63/about_tilemap-t3865.0.html;prev_next=prev

            // We pop the form over everything else.

            //We create the world map
            WMap = new WorldMap(Scene);

            // We start the main loop. You can't create the MainLoop by using the
            // toolbox buttons, nor by clicking on the form "Form1" : you have to
            // create it by yourself. It's not as hard as it may sound...
            DoLoop = true;

            TV.EnableProfiler(true, false);

            Main_Loop();
        }
예제 #6
0
        //Inicializace a vytvoreni mistnosti
        private void VyvorMistnost()
        {
            //Inicializace mistnosti
            Room = Scene.CreateMeshBuilder("RoomMesh");

            //Nacteni textur
            VytvorTextury();

            //Pridani sten a nastaveni pozice mistnosti
            Room.AddWall3D(Globals.GetTex("Wall"), 150.0f, -350.0f, -350.0f, -350.0f, 350.0f, 5.0f, false, false, -50.0f, 5.0f, 5.0f);
            Room.AddWall3D(Globals.GetTex("Wall"), -350.0f, -350.0f, -350.0f, 150.0f, 350.0f, 5.0f, false, false, -50.0f, 5.0f, 5.0f);
            Room.AddWall3D(Globals.GetTex("Wall"), -350.0f, 150.0f, 150.0f, 150.0f, 350.0f, 5.0f, false, false, -50.0f, 5.0f, 5.0f);
            Room.AddWall3D(Globals.GetTex("Wall"), 150.0f, 150.0f, 150.0f, -350.0f, 350.0f, 5.0f, false, false, -50.0f, 5.0f, 5.0f);
            Room.AddFloor(Globals.GetTex("Floor"), -350.0f, -350f, 150.0f, 150.0f, -50.0f, 20.0f, 20.0f, true);
            Room.AddFloor(Globals.GetTex("Floor"), -350.0f, -350.0f, 150.0f, 150.0f, 300.0f, 10.0f, 10.0f, true);
            Room.SetPosition((float)30.0f, (float)-30.0f, (float)150.0f);

            //Pridani stolku
            Obj1 = new TVMesh();
            Obj1 = Scene.CreateMeshBuilder("Obj1");
            Obj1.LoadXFile("Meshe\\stul.x", true, true);
            Obj1.SetPosition(-57.0f, -80.0f, 38.0f);
            Obj1.SetTexture(Globals.GetTex("Wood"), -1);
            Obj1.SetMeshName("other");

            Obj2 = new TVMesh();
            Obj2 = Scene.CreateMeshBuilder("Obj2");
            Obj2.LoadXFile("Meshe\\okraj.x", true, true);
            Obj2.SetPosition(xc + 17.5f, yc - 1.0f, zc + 17.5f);
            Obj2.SetTexture(Globals.GetTex("Wood2"), -1);
            Obj2.SetMeshName("other");
        }
예제 #7
0
        //*** Render Method
        private void SetupScene(IntPtr hWnd)
        {
            TV_3DVECTOR Min = new TV_3DVECTOR();
            TV_3DVECTOR Max = new TV_3DVECTOR();
            TV_3DVECTOR Offset = new TV_3DVECTOR();
            TV_3DVECTOR SphereCenter = new TV_3DVECTOR();
            TV_3DVECTOR posVector = new TV_3DVECTOR();

            TV = new TVEngine();
            Scene = new TVScene();
            Cam = new TVCamera();
            TF = new TVTextureFactory();
            Mats = new TVMaterialFactory();
            Lights = new TVLightEngine();
            Maths = new TVMathLibrary();

            //Initialize the TV engine
            TV.SetDebugFile(Application.StartupPath + "\\debug.txt");
            TV.Init3DWindowed(hWnd, true);
            TV.SetSearchDirectory(Application.StartupPath);
            TV.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE);  // use degree system

            Scene.SetBackgroundColor(0.6f, 0.6f, 0.6f);

            //Load the texture into the integer ID holder
            FloorTex = TF.LoadTexture("smallGrid.bmp", "Grid", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);
            WallTex = TF.LoadTexture("smallGridWall.bmp", "Wall", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);

            Room = Scene.CreateMeshBuilder("Room");
            Room.AddFloor(FloorTex, -300.0f, -300.0f, 300.0f, 300.0f, 0, 15.0f, 15.0f, true);
            Room.AddWall(WallTex, -300.0f, 300.0f, 300.0f, 300.0f, 400.0f, 0, 15.0f, 15.0f, true);
            Room.AddWall(WallTex, 300.0f, -300.0f, -300.0f, -300.0f, 400.0f, 0, 15.0f, 15.0f, true);
            Room.AddWall(WallTex, 300.0f, 300.0f, 300.0f, -300.0f, 400.0f, 0, 15.0f, 15.0f, true);
            Room.AddWall(WallTex, -300.0f, -300.0f, -300.0f, 300.0f, 400.0f, 0, 15.0f, 15.0f, true);
            //ShowVector("RoomLocal", Room.GetPosition());
            //ShowVector("RoomWorld", Room.GetWorldPosition(Room.GetPosition()));

            SensorNode = Scene.CreateMeshBuilder("SensorNode");
            SensorNode.LoadXFile("N70.X", true, true);
            SensorNode.SetParent(CONST_TV_NODETYPE.TV_NODETYPE_MESH, Room.GetIndex(), 1);
            SensorNode.SetPosition(0.0f, 150.0f, 0.0f);
            TV_3DVECTOR oriScale = SensorNode.GetScale();
            SensorNode.SetScale(oriScale.x, oriScale.y, oriScale.z * 1.5f);
            SensorNode.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL, 0, 1);
            SensorNode.SetRotation(90.0f, 0.0f, 0.0f);
            //SensorNode.GetBoundingBox(ref Min, ref Max, true);
            //SensorNode.ShowBoundingBox(true);
            //ShowVector("MoteLocal", SensorNode.GetPosition());
            //ShowVector("MoteWorld", Room.GetWorldPosition(SensorNode.GetPosition()));

            //WiimoteMesh = Scene.CreateMeshBuilder("Wiimote");
            //WiimoteMesh.LoadXFile("Wiimote.X", true, true);
            //TV_3DVECTOR oriScale = WiimoteMesh.GetScale();
            //WiimoteMesh.SetScale(oriScale.x * 0.15f, oriScale.y * 0.15f, oriScale.z * 0.15f);
            //WiimoteMesh.SetPosition(0.0f, 70.0f, 0.0f);
            //WiimoteMesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL, 0, 1);//Tell TV we want normal, per-vertex, lighting with 1 point light.

            Cam.SetParent(CONST_TV_NODETYPE.TV_NODETYPE_MESH, Room.GetIndex(), 0);
            Cam.SetPosition(0.0f, 250.0f, 200.0f);
            Cam.LookAtMesh(SensorNode);
            //ShowVector("CamLocal", Cam.GetPosition());
            //ShowVector("CamWorld", Room.GetWorldPosition(Cam.GetPosition()));

            //Create a point light. Again, these can be more complex.
            IDLight = Lights.CreatePointLight(new TV_3DVECTOR(0.0f, 250.0f, 200.0f), 0.9f, 0.9f, 0.9f, 250.0f);
            IDBackLight = Lights.CreatePointLight(new TV_3DVECTOR(0.0f, 250.0f, -200.0f), 0.1f, 0.1f, 0.1f, 250.0f);
            Lights.SetSpecularLighting(false);
        }
예제 #8
0
        public void Init()
        {
            //bool DebugToConsole = true;

            // We have to create the TV object before anything else.
            TV = new TVEngine();

            // Set the search directory of the objects, textures, ...
            TV.SetSearchDirectory(Application.StartupPath);

            // We put the debug file in the app directory
            //TV.SetDebugFile(Application.StartupPath + "\\WorldEngine-Debug.txt");
            //TV.SetDebugMode(true, true, DebugToConsole);
            TV.SetDebugMode(false, false, false, false);

            // We initialize TV in the picture box of the form.
            TV.Init3DWindowed(GameHandle);

            // We want to see the FPS.
            TV.DisplayFPS(true);

            // We create the TVGlobals object.
            Globals = new TVGlobals();

            // We create the input object.
            InputEngine = new TVInputEngine();
            InputEngine.Initialize();

            // New : we create the graphic object so we can add some fog.
            GraphicFX = new TVGraphicEffect();

            // We create the scene (the world).
            Scene = new TVScene();
            //Scene.SetViewFrustum(45, 20000);
            //Scene.SetViewFrustum(45, 20);

            // We create the atmosphere class
            Atmos = new TVAtmosphere();

            // As said above, we need to create a new object which will
            // hold all the textures needed for our land.
            TextureFactory = new TVTextureFactory();

            // We load the sky texture.
            TextureFactory.LoadTexture("Media\\sky\\sunset\\up.jpg", "SkyTop", -1, -1);
            TextureFactory.LoadTexture("Media\\sky\\sunset\\down.jpg", "SkyBottom", -1, -1);
            TextureFactory.LoadTexture("Media\\sky\\sunset\\left.jpg", "SkyLeft", -1, -1);
            TextureFactory.LoadTexture("Media\\sky\\sunset\\right.jpg", "SkyRight", -1, -1);
            TextureFactory.LoadTexture("Media\\sky\\sunset\\front.jpg", "SkyFront", -1, -1);
            TextureFactory.LoadTexture("Media\\sky\\sunset\\back.jpg", "SkyBack", -1, -1);

            // We set the sky textures.
            Atmos.SkyBox_SetTexture(Globals.GetTex("SkyFront"), Globals.GetTex("SkyBack"), Globals.GetTex("SkyLeft"), Globals.GetTex("SkyRight"), Globals.GetTex("SkyTop"), Globals.GetTex("SkyBottom"));
            Atmos.SkyBox_Enable(true);

            // New : the land generation. This is so much fun because it's
            // so simple! You load a texture as a height map, the engine
            // does the rest. But before this, we create the land object.
            Land = new TVLandscape();
            //Land = Scene.CreateLandscape("Land");

            // Generate the height of the land from the grayscale of the image.
            //Land.GenerateTerrain("Media\\heightmap.jpg", CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_LOW, 8, 8, -1024, 0, -1024, true);
            //Land.CreateEmptyTerrain(CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_LOW, 1, 1, -128, 0, -128);

            // Because we don't want to have mountains with height that get to
            // the clouds, we adjust the height (Y) factor.
            //Land.SetScale(1, 0.7f, 1);

            // Then, we load the land texture.
            TextureFactory.LoadTexture("Media\\dirtandgrass.jpg", "LandTexture", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);
            TextureFactory.LoadTexture("Media\\dirtandgrass2.jpg", "LandTexture2", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);

            //...The splatting texture...
            TextureFactory.LoadTexture("Media\\grass.dds", "SplattingTexture", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);
            TextureFactory.LoadTexture("Media\\grassa.dds", "SplattingAlphaTexture", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);

            // We assign a texture to that land.
            //Land.SetTexture(Globals.GetTex("LandTexture"), -1);
            //Land.SetTextureScale(3, 3, -1);

            // New : the sun. We have to place the sun in the world. Just like the
            // sky box, the sun is attached to the camera position vector. You will
            // never notice it until you start playing really badly with the
            // properties of the sun. Let's start by loading a texture for it.
            TextureFactory.LoadTexture("Media\\sun.jpg", "Sun", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);

            // Then, initialize it by placing it via a vector.
            Atmos.Sun_SetTexture(Globals.GetTex("Sun"));
            Atmos.Sun_SetBillboardSize(1);
            Atmos.Sun_SetPosition(-1000f, 570f, 0f);
            Atmos.Sun_Enable(true);

            // New : To add extra visual effects, we add a lens flare effect. For
            // this, we have to load some cirles that will be used to simulate
            // the flare effect.
            TextureFactory.LoadTexture("Media\\flare1.jpg", "Flare1", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);
            TextureFactory.LoadTexture("Media\\flare2.jpg", "Flare2", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);
            TextureFactory.LoadTexture("Media\\flare3.jpg", "Flare3", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);
            TextureFactory.LoadTexture("Media\\flare4.jpg", "Flare4", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true);

            // Initialize the lens flares.
            Atmos.LensFlare_SetLensNumber(4);
            Atmos.LensFlare_Enable(true);
            Atmos.LensFlare_SetLensParams(0, Globals.GetTex("Flare1"), 2 * 5f, 40, Globals.RGBA(1f, 1f, 1f, 0.5f), Globals.RGBA(1f, 1f, 1f, 0.5f));
            Atmos.LensFlare_SetLensParams(1, Globals.GetTex("Flare2"), 2 * 1f, 18, Globals.RGBA(1f, 1f, 1f, 0.5f), Globals.RGBA(1f, 1f, 1f, 0.5f));
            Atmos.LensFlare_SetLensParams(2, Globals.GetTex("Flare3"), 2 * 1.8f, 15, Globals.RGBA(1f, 1f, 1f, 0.5f), Globals.RGBA(0.7f, 1f, 1f, 0.5f));
            Atmos.LensFlare_SetLensParams(3, Globals.GetTex("Flare4"), 2 * 1f, 6, Globals.RGBA(1f, 0.1f, 0f, 0.5f), Globals.RGBA(0.5f, 1f, 1f, 0.5f));

            // New : also for fun, we add water. We start by loading the
            // water tetxure...

            sngWaterHeight = -1; //60
            TextureFactory.LoadTexture("Media\\water.bmp", "Water");

            WaterMesh = Scene.CreateMeshBuilder();
            WaterMesh.AddFloor(Globals.GetTex("Water"), -700, 0, (8 * 256) - 700, 8 * 256, sngWaterHeight, 1, 1, false);
            RenderSurf1   = Scene.CreateRenderSurface(256, 256, true);
            RenderSurf2   = Scene.CreateRenderSurface(256, 256, true);
            WPlane.Dist   = -sngWaterHeight;
            WPlane.Normal = new TV_3DVECTOR(0, 1, 0);
            RenderSurf1.SetBackgroundColor(355);
            GraphicFX.SetWaterReflection(WaterMesh, RenderSurf1, RenderSurf2, 0, WPlane);

            // New : for fun, we will also add some clouds, just over the water
            // to give a creepy fog effect. Let's start by loading the clouds textures.
            TextureFactory.LoadTexture("Media\\cloud1.dds", "Clouds", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_BLACK, true);

            // Then, set the land's clouds.
            Atmos.Clouds_Create(1, 1024, 1024);
            Atmos.Clouds_SetLayerParameters(0, 300, Globals.GetTex("Clouds"));
            Atmos.Clouds_SetLayerAnimation(0, true, 0.01f, 0.01f);


            // We set the camera vectors (position and look at) and angles.
            sngPositionX = 0f;
            sngPositionY = 20f;
            sngPositionZ = 0f;
            snglookatX   = 0f;
            snglookatY   = 20f;
            snglookatZ   = 50f;
            sngAngleX    = 0f;
            sngAngleY    = 0f;

            // We set the initial values of movement
            sngWalk   = 0f;
            sngStrafe = 0f;

            // Set the viewing distance
            Scene.SetViewFrustum(60f, 900f); //"random" values, TODO : Check for better ones ?
            //http://www.truevision3d.com/forums/tv3d_sdk_63/about_tilemap-t3865.0.html;prev_next=prev

            // We pop the form over everything else.

            //We create the world map
            WMap = new WorldMap(Scene);

            // We start the main loop. You can't create the MainLoop by using the
            // toolbox buttons, nor by clicking on the form "Form1" : you have to
            // create it by yourself. It's not as hard as it may sound...
            DoLoop = true;

            TV.EnableProfiler(true, false);

            Main_Loop();
        }