public override void Initialize() { base.Initialize(); Material material = new Material(); this.LastLevelMesh = new Mesh() { Effect = (BaseEffect) new FarawayEffect(), DepthWrites = false, Material = material, Blending = new BlendingMode?(BlendingMode.Alphablending), SamplerState = SamplerState.PointClamp }; this.ThisLevelMesh = new Mesh() { Effect = (BaseEffect) new FarawayEffect(), DepthWrites = false, Material = material, Blending = new BlendingMode?(BlendingMode.Alphablending), SamplerState = SamplerState.PointClamp }; this.NextLevelMesh = new Mesh() { Effect = (BaseEffect) new FarawayEffect(), DepthWrites = false, Material = material, Blending = new BlendingMode?(BlendingMode.Alphablending), SamplerState = SamplerState.PointClamp }; this.LevelManager.LevelChanged += new Action(this.TryInitialize); ServiceHelper.AddComponent((IGameComponent)(this.Fader = new FarawayPlaceHost.PlaceFader(this.Game))); this.Fader.Visible = false; }
public override void Initialize() { base.Initialize(); Material material = new Material(); this.LastLevelMesh = new Mesh() { Effect = (BaseEffect) new FarawayEffect(), DepthWrites = false, Material = material, Blending = new BlendingMode?(BlendingMode.Alphablending), SamplerState = SamplerState.PointClamp }; this.ThisLevelMesh = new Mesh() { Effect = (BaseEffect) new FarawayEffect(), DepthWrites = false, Material = material, Blending = new BlendingMode?(BlendingMode.Alphablending), SamplerState = SamplerState.PointClamp }; this.NextLevelMesh = new Mesh() { Effect = (BaseEffect) new FarawayEffect(), DepthWrites = false, Material = material, Blending = new BlendingMode?(BlendingMode.Alphablending), SamplerState = SamplerState.PointClamp }; this.LevelManager.LevelChanged += new Action(this.TryInitialize); ServiceHelper.AddComponent((IGameComponent) (this.Fader = new FarawayPlaceHost.PlaceFader(this.Game))); this.Fader.Visible = false; }