public virtual void LoadContent(IEditorGame game) { var effect = new BoxSelectEffect(game.LoadContent <Effect>("BoxSelect")) { Sampler = game.GraphicsDevice.SamplerStates.PointWrap, Main = _texture }; _effect = effect; _texture = game.LoadContent <Texture2D>("Grid"); foreach (var face in FacesUtils.AllFaces) { var mesh = new Mesh <VertexPositionTexture>(Buffer.Vertex.New(game.GraphicsDevice, CreateQuadUv(face)), effect.Effect); SetQuad(face, mesh); } }
void LoadContent(IEditorGame game) { var arrowDesc = new TruncatedConeDescription( new ConeSection(0, 0), new ConeSection(.03f, 0), new ConeSection(.03f, 2f / 3), new ConeSection(.10f, 2f / 3), new ConeSection(0, 1f)); var arrowMesh = new TruncatedConeBuilder().Build(arrowDesc); var arrowBuffer = Buffer.Vertex.New(game.GraphicsDevice, arrowMesh); var effect = new FullColorEffect(game.LoadContent <Effect>("FullColor")); _effect = effect; _arrowMesh = new Mesh <VertexPosition>(arrowBuffer, effect.Effect); }
public void LoadContent([NotNull] IEditorGame game) { _game = game; _vertexLit = new VertexLitEffect(game.LoadContent <Effect>("VertexLit")); // TODO: settings var mesher = _meshalyzers.LastOrDefault(); if (mesher == null) { return; } SwitchMeshalyzer(mesher); Policy = ChunkCreationPolicy.Run; game.World.ChunksModified += ChunksModified; }