protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { world = new IWorld(new BepuPhysicWorld(), new SimpleCuller()); ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default(); renderTech = new ForwardRenderTecnich(desc); }
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { world = new IWorld(new BepuPhysicWorld(), new SimpleCuller()); ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default(); desc.BackGroundColor = Color.CornflowerBlue; renderTech = new ForwardRenderTecnich(desc); }
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { world = new IWorld(new BepuPhysicWorld(0), new SimpleCuller()); ///Create the deferred technich ForwardRenderTecnichDescription desc = new ForwardRenderTecnichDescription(); desc.BackGroundColor = Color.AliceBlue; renderTech = new ForwardRenderTecnich(desc); }
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { PhysxPhysicWorld PhysxPhysicWorld = new PhysxPhysicWorld(new Vector3(0,-10,0),true); world = new IWorld(PhysxPhysicWorld, new SimpleCuller()); ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default(); desc.BackGroundColor = Color.CornflowerBlue; renderTech = new ForwardRenderTecnich(desc); }
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { ///enable multiThread HERE world = new IWorld(new BepuPhysicWorld(-9.8f,false,1,true), new SimpleCuller(),null,true); ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default(); desc.BackGroundColor = Color.CornflowerBlue; renderTech = new ForwardRenderTecnich(desc); }
/// <summary> /// Sets the world and render technich. /// </summary> /// <param name="renderTech">The render tech.</param> /// <param name="world">The world.</param> protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { ///create the IWorld world = new IWorld(new BepuPhysicWorld(-0.97f, true, 1), new SimpleCuller()); ///Create the deferred technich ForwardRenderTecnichDescription desc = new ForwardRenderTecnichDescription(); renderTech = new ForwardRenderTecnich(desc); }
/// <summary> /// Sets the world and render technich. /// </summary> /// <param name="renderTech">The render tech.</param> /// <param name="world">The world.</param> protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { ///create the IWorld world = new IWorld(new BepuPhysicWorld(-0.97f, true, 1), new SimpleCuller()); ///Create the deferred technich ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default(); desc.BackGroundColor = Color.CornflowerBlue; renderTech = new ForwardRenderTecnich(desc); }
/// <summary> /// Sets the world and render technich. /// </summary> /// <param name="renderTech">The render tech.</param> /// <param name="world">The world.</param> protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { BepuPhysicWorld BepuPhysicWorld = new BepuPhysicWorld(-0.97f); SimpleCuller SimpleCuller = new SimpleCuller(); world = new IWorld(BepuPhysicWorld, SimpleCuller, new DPSFParticleManager()); ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default(); desc.BackGroundColor = Color.CornflowerBlue; renderTech = new ForwardRenderTecnich(desc); }
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { BepuPhysicWorld BepuPhysicWorld = new BepuPhysicWorld(-9.7f); SimpleCuller SimpleCuller = new SimpleCuller(); world = new IWorld(BepuPhysicWorld, SimpleCuller); ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default(); desc.BackGroundColor = Color.CornflowerBlue; desc.UsePostEffect = true; renderTech = new ForwardRenderTecnich(desc); }
/// <summary> /// Sets the world and render technich. /// </summary> /// <param name="renderTech">The render tech.</param> /// <param name="world">The world.</param> protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { world = new IWorld(new BepuPhysicWorld(), new SimpleCuller(),null,true); ///Create a Forward Render Technich ///Most of our technich like illumination, shadow ... are NOT implemented in FORWARD. Use this for simple stuffs and ///for W7 ///You cant use light is this Technich (We will release the Forward Lights implementation soon showing how to expand the PloobsEngine) ForwardRenderTecnichDescription desc = new ForwardRenderTecnichDescription(); desc.BackGroundColor = Color.CornflowerBlue; renderTech = new ForwardRenderTecnich(desc); }
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { world = new IWorld(new BepuPhysicWorld(gravity,false,1,multiThread), new SimpleCuller()); renderTech = new ForwardRenderTecnich(ForwardRenderTecnichDescription); }