public Game1() : base() { graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; camera = new Base3DCamera(this, .1f, 20000); DeferredSkyBox sb = new DeferredSkyBox(this, "Textures/SkyBox/cubeMap"); Components.Add(sb); // Three terrains for you to play with, or create your own :D //terrain = new GeoClipMap(this, 255, "Textures/Terrain/Maps/bumpyMap"); //terrain = new GeoClipMap(this, 255, "Textures/Terrain/Maps/flatMap"); terrain = new GeoClipMap(this, 255, "Textures/Terrain/Maps/largeMap"); terrain.Position = new Vector3(0, -31, 0); Components.Add(terrain); SunPosition = new Vector3(225, 220, -400); renderer.DirectionalLights.Add(new DeferredDirectionalLight(this, SunPosition, Vector3.Zero, Color.White, 1, false)); renderer.ClearColor = Color.Black; //Water.Enabled = true; Water.maxAmplitude = .1f; Water.waterHeight = -7f; Water.refractionScale = 0.0001f; Water.foamExistance = new Vector3(0.0f, .35f, 0.5f); Water.seaFloor = -8; CreateWaterReflectionMap = true; }
public Game1() : base() { graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; camera = new Base3DCamera(this, .1f, 20000); DeferredSkyBox sb = new DeferredSkyBox(this, "Textures/SkyBox/cubeMap"); Components.Add(sb); terrain = new BruteForceTerrain(this, "Textures/Terrain/Maps/heightMap3"); terrain.Position = new Vector3(-128,-30,-128); Components.Add(terrain); SunPosition = new Vector3(225, 220, -400); renderer.DirectionalLights.Add(new DeferredDirectionalLight(this, SunPosition, Vector3.Zero, Color.White, 1, true)); GodRays.Enabled = true; GodRays.LightSourceSize = 1500; GodRays.bp.Enabled = false; GodRays.lightSourceasset = "Textures/flare2"; SunPosition *= 2.5f; GodRays.Decay = .96f; GodRays.Density = 1f; GodRays.Exposure = .04f; GodRays.Weight = 1; renderer.ClearColor = Color.Red; UseBulletPhysics = true; }