示例#1
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        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);

            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();

            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech           = new ForwardRenderTecnich(desc);
        }
示例#2
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        /// <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();

            desc.BackGroundColor = Color.AliceBlue;
            desc.UsePreDrawPhase = true;
            renderTech           = new ForwardRenderTecnich(desc);
        }
示例#3
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        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            ///Create physx physic world (see others constructors)
            PhysxPhysicWorld PhysxPhysicWorld = new PhysxPhysicWorld(new Vector3(0, -10, 0));

            world = new IWorld(PhysxPhysicWorld, new SimpleCuller());

            ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();

            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech           = new ForwardRenderTecnich(desc);
        }
示例#4
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        /// <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);
        }
示例#5
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 public ForwardBepuScreen(ForwardRenderTecnichDescription?forwardRenderTecnichDescription = null, float gravity = -9.98f, bool multiThread = false)
 {
     this.gravity     = gravity;
     this.multiThread = multiThread;
     this.ForwardRenderTecnichDescription = forwardRenderTecnichDescription.HasValue ? forwardRenderTecnichDescription.Value : ForwardRenderTecnichDescription.Default();
 }