/// <summary> /// Setup anything that needs a GraphicsDevice /// </summary> /// <param name="layer"></param> public override void Initialize(_3DLayer layer) { base.Initialize(layer); /** * Setup world state, this object acts as a facade * to world objects as well as providing various * state settings for the world and helper functions */ State = new WorldState(layer.Device, layer.Device.Viewport.Width / FSOEnvironment.DPIScaleFactor, layer.Device.Viewport.Height / FSOEnvironment.DPIScaleFactor, this); State._3D = new FSO.LotView.Utils._3DWorldBatch(State); State._2D = new FSO.LotView.Utils._2DWorldBatch(layer.Device, World2D.NUM_2D_BUFFERS, World2D.BUFFER_SURFACE_FORMATS, World2D.FORMAT_ALWAYS_DEPTHSTENCIL, World2D.SCROLL_BUFFER); ChangedWorldConfig(layer.Device); PPXDepthEngine.InitGD(layer.Device); PPXDepthEngine.InitScreenTargets(); base.Camera = State.Camera; HasInitGPU = true; HasInit = HasInitGPU & HasInitBlueprint; }
/// <summary> /// Setup anything that needs a GraphicsDevice /// </summary> /// <param name="layer"></param> public override void Initialize(_3DLayer layer) { base.Initialize(layer); /** * Setup world state, this object acts as a facade * to world objects as well as providing various * state settings for the world and helper functions */ State = new WorldState(layer.Device, layer.Device.Viewport.Width, layer.Device.Viewport.Height, this); State._2D = new _2DWorldBatch(layer.Device, _2DWorldBatch.NUM_2D_BUFFERS, _2DWorldBatch.BUFFER_SURFACE_FORMATS, _2DWorldBatch.FORMAT_ALWAYS_DEPTHSTENCIL, _2DWorldBatch.SCROLL_BUFFER); Static = new WorldStatic(this); State.OutsidePx = new Texture2D(layer.Device, 1, 1); ChangedWorldConfig(layer.Device); PPXDepthEngine.InitGD(layer.Device); PPXDepthEngine.InitScreenTargets(); base.Camera = State.Camera; HasInitGPU = true; HasInit = HasInitGPU & HasInitBlueprint; GraphicsModeControl.ModeChanged += SetGraphicsMode; }
public override void Initialize(_3DLayer layer) { Parent = layer; /** * Setup world state, this object acts as a facade * to world objects as well as providing various * state settings for the world and helper functions */ State = new WorldStateRC(layer.Device, layer.Device.Viewport.Width / FSOEnvironment.DPIScaleFactor, layer.Device.Viewport.Height / FSOEnvironment.DPIScaleFactor, this); State._3D = new FSO.LotView.Utils._3DWorldBatch(State); State._2D = new FSO.LotView.Utils._2DWorldBatch(layer.Device, 0, new SurfaceFormat[0], new bool[0], World2D.SCROLL_BUFFER); State.OutsidePx = new Texture2D(layer.Device, 1, 1); PPXDepthEngine.InitGD(layer.Device); ChangedWorldConfig(layer.Device); base.Camera = State.Camera; HasInitGPU = true; HasInit = HasInitGPU & HasInitBlueprint; }