/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { this.IsMouseVisible = true; graphics.DeviceResetting += new EventHandler(GraphicsDevice_DeviceResetting); CityDataRetriever cityData = new CityDataRetriever(); m_Terrain = new Terrain(GraphicsDevice, CITY_NUMBER, cityData, Content); m_Terrain.Initialize(); m_Terrain.RegenData = true; //Shadow configuration. Very Low quality res: 512, Low quality: 1024, High quality: 2048 m_Terrain.ShadowsEnabled = true; m_Terrain.ShadowRes = 2048; base.Initialize(); }
/// <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); // TODO: use this.Content to load your game content here m_VertexShader = Content.Load<Effect>("VerShader"); m_PixelShader = Content.Load<Effect>("PixShader"); m_Terrain = new Terrain(GraphicsDevice, CITY_NUMBER); m_Terrain.Initialize(); m_Terrain.GenerateCityMesh(GraphicsDevice); m_Terrain.CreateTextureAtlas(spriteBatch); m_Terrain.CreateTransparencyAtlas(spriteBatch); }