void CreateScene() { var cache = ResourceCache; scene = new Scene(); // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically // optimizing manner scene.CreateComponent <Octree>(); // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger // (100 x 100 world units) Node planeNode = scene.CreateChild("Plane"); planeNode.Scale = new Vector3(100.0f, 1.0f, 100.0f); StaticModel planeObject = planeNode.CreateComponent <StaticModel>(); planeObject.Model = (cache.GetModel("Models/Plane.mdl")); planeObject.SetMaterial(cache.GetMaterial("Materials/StoneTiled.xml")); // Create a directional light to the world so that we can see something. The light scene node's orientation controls the // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector. // The light will use default settings (white light, no shadows) Node lightNode = scene.CreateChild("DirectionalLight"); lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized Light light = lightNode.CreateComponent <Light>(); light.LightType = LightType.Directional; // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the // scene. const uint numObjects = 200; for (uint i = 0; i < numObjects; ++i) { Node mushroomNode = scene.CreateChild("Mushroom"); mushroomNode.Position = (new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f)); mushroomNode.SetScale(0.5f + NextRandom(2.0f)); StaticModel mushroomObject = mushroomNode.CreateComponent <StaticModel>(); mushroomObject.Model = (cache.GetModel("Models/Mushroom.mdl")); mushroomObject.SetMaterial(cache.GetMaterial("Materials/Mushroom.xml")); Node mushroomTitleNode = mushroomNode.CreateChild("MushroomTitle"); mushroomTitleNode.Position = (new Vector3(0.0f, 1.2f, 0.0f)); Text3D mushroomTitleText = mushroomTitleNode.CreateComponent <Text3D>(); mushroomTitleText.Text = "Mushroom " + i; mushroomTitleText.SetFont(cache.GetFont("Fonts/Anonymous Pro.sdf"), 24);//sdf, not ttf. size of font doesn't matter. mushroomTitleText.SetColor(Color.Red); if (i % 3 == 1) { mushroomTitleText.SetColor(Color.Green); mushroomTitleText.TextEffect = TextEffect.Shadow; mushroomTitleText.EffectColor = new Color(0.5f, 0.5f, 0.5f); } else if (i % 3 == 2) { mushroomTitleText.SetColor(Color.Yellow); mushroomTitleText.TextEffect = TextEffect.Stroke; mushroomTitleText.EffectColor = new Color(0.5f, 0.5f, 0.5f); } mushroomTitleText.SetAlignment(HorizontalAlignment.Center, VerticalAlignment.Center); } // Create a scene node for the camera, which we will move around // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically) CameraNode = scene.CreateChild("Camera"); CameraNode.CreateComponent <Camera>(); // Set an initial position for the camera scene node above the plane CameraNode.Position = (new Vector3(0.0f, 5.0f, 0.0f)); }