private Matrix world, view, projection; // Holds the important matrices for simulation #endregion Fields #region Constructors public Renderer(AssetManager tex, GraphicsDevice device) { assetManager = tex; graphicsDevice = device; m_posCamera = new Vector2(0, 0); m_bDrawLights = false; m_rstType = RenderSceneType.Beauty; m_colAmbient = new Color(1f, 1f, 1f, 1.0f); ResizeViewport(graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height); }
public void ClearWorld() { if (assetManager != null) assetManager = null; if (currentWorld != null) currentWorld = null; assetManager = new AssetManager(content); currentWorld = new World(assetManager); LoadEffects(); }
public World(AssetManager tex) { texMan = tex; m_lstEntities = new List<Entity>(); }