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; }
GeoClipMap GetMapType(GeoClipMapRenderTypesEnum type, string heightMap) { GeoClipMap map = new GeoClipMap(this, 255, heightMap); map.RenderType = type; map.Position = new Vector3(0, 0, 0); map.Enabled = false; return(map); }