protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld;

            base.LoadContent(GraphicInfo, factory, contentManager);            

            var grid = VertexGrid.CreateGrid(100, 100, 0.3f, 100, 100);
            
            ClothModel ClothModel = new PloobsEngine.Modelo.ClothModel(factory, PhysxPhysicWorld,
                new ClothMeshDescription(), grid.Points,grid.TextCoords,grid.Indices, "Textures//meiofio");

            var clothDesc = new ClothDescription()
            {
                Friction = 0.5f,
                ClothMesh = ClothModel.ClothMesh,
                Flags = ClothFlag.Bending | ClothFlag.CollisionTwoway | ClothFlag.Visualization ,
                Thickness = 0.2f,                
                WindAcceleration = new StillDesign.PhysX.MathPrimitives.Vector3(10,0,10)
            };            
                        clothDesc.MeshData.AllocatePositions<Vector3>(grid.Points.Length );
            clothDesc.MeshData.AllocateIndices<int>(grid.Indices.Length );
            clothDesc.MeshData.AllocateNormals<Vector3>(grid.Points.Length );

            clothDesc.MeshData.MaximumVertices = grid.Points.Length ;
            clothDesc.MeshData.MaximumIndices = grid.Indices.Length ;

            clothDesc.MeshData.NumberOfVertices = grid.Points.Length ;
            clothDesc.MeshData.NumberOfIndices = grid.Indices.Length ;            
            
            PhysxClothObject PhysxClothObject = new PloobsEngine.Physics.PhysxClothObject(clothDesc,
                                                Matrix.CreateRotationX((float)Math.PI / 2f) * Matrix.CreateTranslation(0,10,0));

            
            ForwardXNABasicShader ForwardXNABasicShader = new PloobsEngine.Material.ForwardXNABasicShader();
            ClothMaterial ClothMaterial = new ClothMaterial(ForwardXNABasicShader);
            IObject IObject = new PloobsEngine.SceneControl.IObject(ClothMaterial, ClothModel, PhysxClothObject);
            
            World.AddObject(IObject);
            
                ///pra preender            
                CapsuleShapeDescription CapsuleShapeDescription = new StillDesign.PhysX.CapsuleShapeDescription();
                CapsuleShapeDescription.Height = 100;
                CapsuleShapeDescription.Radius = 0.15f;
                CapsuleShapeDescription.LocalPosition = new StillDesign.PhysX.MathPrimitives.Vector3(0, 0.15f + 0.5f * 10, 0);
                
                var actorDesc = new ActorDescription()
                {
                    GlobalPose = StillDesign.PhysX.MathPrimitives.Matrix.Translation(0,-0.2f,0),
                    Shapes = { CapsuleShapeDescription }
                };

                var actor = PhysxPhysicWorld.Scene.CreateActor(actorDesc);

                PhysxClothObject.Cloth.AttachToShape(actor.Shapes.First(), (ClothAttachmentFlag)0);                
            
                        
            BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory);
            this.AttachCleanUpAble(BallThrowBullet);
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld;

            base.LoadContent(GraphicInfo, factory, contentManager);

            var grid = VertexGrid.CreateGrid(100, 100, 0.3f, 100, 100);

            ClothModel ClothModel = new PloobsEngine.Modelo.ClothModel(factory, PhysxPhysicWorld,
                                                                       new ClothMeshDescription(), grid.Points, grid.TextCoords, grid.Indices, "Textures//meiofio");

            var clothDesc = new ClothDescription()
            {
                Friction         = 0.5f,
                ClothMesh        = ClothModel.ClothMesh,
                Flags            = ClothFlag.Bending | ClothFlag.CollisionTwoway | ClothFlag.Visualization,
                Thickness        = 0.2f,
                WindAcceleration = new StillDesign.PhysX.MathPrimitives.Vector3(10, 0, 10)
            };

            clothDesc.MeshData.AllocatePositions <Vector3>(grid.Points.Length);
            clothDesc.MeshData.AllocateIndices <int>(grid.Indices.Length);
            clothDesc.MeshData.AllocateNormals <Vector3>(grid.Points.Length);

            clothDesc.MeshData.MaximumVertices = grid.Points.Length;
            clothDesc.MeshData.MaximumIndices  = grid.Indices.Length;

            clothDesc.MeshData.NumberOfVertices = grid.Points.Length;
            clothDesc.MeshData.NumberOfIndices  = grid.Indices.Length;

            PhysxClothObject PhysxClothObject = new PloobsEngine.Physics.PhysxClothObject(clothDesc,
                                                                                          Matrix.CreateRotationX((float)Math.PI / 2f) * Matrix.CreateTranslation(0, 10, 0));


            ForwardXNABasicShader ForwardXNABasicShader = new PloobsEngine.Material.ForwardXNABasicShader();
            ClothMaterial         ClothMaterial         = new ClothMaterial(ForwardXNABasicShader);
            IObject IObject = new PloobsEngine.SceneControl.IObject(ClothMaterial, ClothModel, PhysxClothObject);

            World.AddObject(IObject);

            ///pra preender
            CapsuleShapeDescription CapsuleShapeDescription = new StillDesign.PhysX.CapsuleShapeDescription();

            CapsuleShapeDescription.Height        = 100;
            CapsuleShapeDescription.Radius        = 0.15f;
            CapsuleShapeDescription.LocalPosition = new StillDesign.PhysX.MathPrimitives.Vector3(0, 0.15f + 0.5f * 10, 0);

            var actorDesc = new ActorDescription()
            {
                GlobalPose = StillDesign.PhysX.MathPrimitives.Matrix.Translation(0, -0.2f, 0),
                Shapes     = { CapsuleShapeDescription }
            };

            var actor = PhysxPhysicWorld.Scene.CreateActor(actorDesc);

            PhysxClothObject.Cloth.AttachToShape(actor.Shapes.First(), (ClothAttachmentFlag)0);


            BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory);

            this.AttachCleanUpAble(BallThrowBullet);
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }