/// <summary> /// Load your graphics content /// </summary> protected override void LoadContent() { mcSpriteBatch = new SpriteBatch(mcGraphics.GraphicsDevice); // Load fonts and models for test application mcFont = Content.Load<SpriteFont>("Fonts/font"); mcFloorModel = Content.Load<Model>("grid"); // Instance and Initialize the Particle System mcMyParticleSystem = new MyParticleSystem(this); mcMyParticleSystem.AutoInitialize(GraphicsDevice, Content, null); // Add the Particle System to the Particle System Manager mcParticleSystemManager.AddParticleSystem(mcMyParticleSystem); // Add a single particle to the particle system mcMyParticleSystem.AddParticle(); // Add another particle to the particle system that represents the Pivot Point mcMyParticleSystem.AddParticle(); mcMyParticleSystem.ActiveParticles.Last.Value.Position = msPivotPoint; mcMyParticleSystem.ActiveParticles.Last.Value.Width = 10; mcMyParticleSystem.ActiveParticles.Last.Value.Height = 10; }
/// <summary> /// Load your graphics content /// </summary> protected override void LoadContent() { mcSpriteBatch = new SpriteBatch(mcGraphics.GraphicsDevice); // Load fonts and models for test application mcFont = Content.Load<SpriteFont>("Fonts/font"); mcFloorModel = Content.Load<Model>("grid"); // Instance and Initialize the Particle System mcMyParticleSystem = new MyParticleSystem(this); mcMyParticleSystem.AutoInitialize(GraphicsDevice, Content, null); // Add the Particle System to the Particle System Manager mcParticleSystemManager.AddParticleSystem(mcMyParticleSystem); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. mcSpriteBatch = new SpriteBatch(GraphicsDevice); mcFont = Content.Load<SpriteFont>("Fonts/font"); // Setup the Terrain Texture2D cTerrainTexture = Content.Load<Texture2D>("Terrain/Desert"); Texture2D cHeightMap = Content.Load<Texture2D>("Terrain/HeightMap"); mcTerrain.Load(GraphicsDevice, cHeightMap, 3000, 3000, 200, cTerrainTexture, 3); // Setup the SkyBox Texture2D cBack = Content.Load<Texture2D>("SkyBox/sahara_south"); Texture2D cFront = Content.Load<Texture2D>("SkyBox/sahara_north"); Texture2D cBottom = Content.Load<Texture2D>("SkyBox/sahara_down"); Texture2D cTop = Content.Load<Texture2D>("SkyBox/sahara_up"); Texture2D cLeft = Content.Load<Texture2D>("SkyBox/sahara_west"); Texture2D cRight = Content.Load<Texture2D>("SkyBox/sahara_east"); mcSkyBox.Load(GraphicsDevice, 3000, 300, cBack, cFront, cBottom, cTop, cLeft, cRight); // Instance and Initialize the Particle System mcMyParticleSystem = new MyParticleSystem(this); mcMyParticleSystem.AutoInitialize(GraphicsDevice, Content, null); // Add the Particle System to the Particle System Manager mcParticleSystemManager.AddParticleSystem(mcMyParticleSystem); // Setup the Fog //mcTerrain.mcEffect.FogEnabled = true; mcTerrain.mcEffect.FogColor = Color.Gray.ToVector3(); mcTerrain.mcEffect.FogEnd = 2000; //mcSkyBox.mcEffect.FogEnabled = true; mcSkyBox.mcEffect.FogColor = Color.Gray.ToVector3(); mcSkyBox.mcEffect.FogEnd = 2000; }