/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { courierFont = new FixedFont(content.Load <Texture2D>("Fonts/Courier")); spriteBatch = new SpriteBatch(graphics.GraphicsDevice); effect = content.Load <Effect>("Shaders/Simple"); effectParamWorldViewProjection = effect.Parameters["WorldViewProjection"]; vertexDeclaration = new VertexDeclaration(graphics.GraphicsDevice, VertexPositionColor.VertexElements); }
/// <summary> /// Load your graphics content. If loadAllContent is true, you should /// load content from both ResourceManagementMode pools. Otherwise, just /// load ResourceManagementMode.Manual content. /// </summary> protected override void LoadContent() { base.LoadContent(); // TODO: Load any ResourceManagementMode.Automatic content courierFont = new FixedFont(content.Load <Texture2D>("Content/Fonts/Courier")); spriteBatch = new SpriteBatch(graphics.GraphicsDevice); effect = content.Load <Effect>("Content/Shaders/Simple"); effectParamWorldViewProjection = effect.Parameters["WorldViewProjection"]; // TODO: Load any ResourceManagementMode.Manual content vertexDeclaration = new VertexDeclaration(VertexPositionTexture.VertexDeclaration.GetVertexElements()); }
/// <summary> /// Load your graphics content. If loadAllContent is true, you should /// load content from both ResourceManagementMode pools. Otherwise, just /// load ResourceManagementMode.Manual content. /// </summary> /// <param name="loadAllContent">Which type of content to load.</param> protected override void LoadGraphicsContent(bool loadAllContent) { if (loadAllContent) { // TODO: Load any ResourceManagementMode.Automatic content courierFont = new FixedFont(content.Load <Texture2D>("Content/Fonts/Courier")); spriteBatch = new SpriteBatch(graphics.GraphicsDevice); effect = content.Load <Effect>("Content/Shaders/Simple"); effectParamWorldViewProjection = effect.Parameters["WorldViewProjection"]; } // TODO: Load any ResourceManagementMode.Manual content vertexDeclaration = new VertexDeclaration(graphics.GraphicsDevice, VertexPositionColor.VertexElements); }
/// <summary> /// Load your graphics content. If loadAllContent is true, you should /// load content from both ResourceManagementMode pools. Otherwise, just /// load ResourceManagementMode.Manual content. /// </summary> protected override void LoadContent() { base.LoadContent(); // TODO: Load any ResourceManagementMode.Automatic content courierFont = new FixedFont(content.Load<Texture2D>("Content/Fonts/Courier")); spriteBatch = new SpriteBatch(graphics.GraphicsDevice); effect = content.Load<Effect>("Content/Shaders/Simple"); effectParamWorldViewProjection = effect.Parameters["WorldViewProjection"]; // TODO: Load any ResourceManagementMode.Manual content vertexDeclaration = new VertexDeclaration(VertexPositionTexture.VertexDeclaration.GetVertexElements()); }