public FleetRenderer(IContext context) { _context = context; _shader = context.Shaders.Get<LightShader>(); _model = new ObjModel(context.DirectX.Device, "BasicBoat.obj", context.TextureManager.Create("Metal.png")); _baseOverlay = new TexturedRectangle(context, context.TextureManager.Create("fleet_overlay.dds", "Data/UI/")); _enemySubOverlay = new TexturedRectangle(context, context.TextureManager.Create("fleet_overlay_relation_enemy.dds", "Data/UI/")); _allySubOverlay = new TexturedRectangle(context, context.TextureManager.Create("fleet_overlay_relation_ally.dds", "Data/UI/")); _neutralSubOverlay = new TexturedRectangle(context, context.TextureManager.Create("fleet_overlay_relation_neutral.dds", "Data/UI/")); _mineSubOverlay = new TexturedRectangle(context, context.TextureManager.Create("fleet_overlay_relation_mine.dds", "Data/UI/")); foreach (Fleet fleet in context.World.FleetManager.Fleets) OnNewFleet(context, fleet); context.NotificationResolver.FleetMoved += f => OnFleetUpdate(context, f); }
public Sky(IContext context) { _skydome = new ObjModel(context.DirectX.Device, "skydome.obj", context.TextureManager.Create("Sky.png")); _shader = context.Shaders.Get<LightShader>(); }