public MainVisual(IRenderState renderState, IContentLoader contentLoader) { renderState.Set(new DepthTest(true)); plane = new VisualPlane(renderState, contentLoader); visualSmoke = new VisualSmoke(Vector3.Zero, new Vector3(.2f, 0, 0), renderState, contentLoader); visualWaterfall = new VisualWaterfall(new Vector3(-.5f, 1, -.5f), renderState, contentLoader); }
public MainVisual(IRenderState renderState, IContentLoader contentLoader) { renderState.Set(BoolState <IDepthState> .Enabled); plane = new VisualPlane(renderState, contentLoader); visualSmoke = new VisualSmoke(Vector3.Zero, new Vector3(.2f, 0, 0), renderState, contentLoader); visualWaterfall = new VisualWaterfall(new Vector3(-.5f, 1, -.5f), renderState, contentLoader); visualExplosion = new VisualExplosion(new Vector3(0f, 1, 0f), renderState, contentLoader); }
public MainVisual() { plane = new VisualPlane(); visualSmoke = new VisualSmoke(Vector3.Zero, new Vector3(.2f, 0, 0)); visualWaterfall = new VisualWaterfall(new Vector3(-.5f, 1, -.5f)); camera.FarClip = 20; camera.Distance = 2; camera.FovY = 70; camera.Elevation = 15; GL.Enable(EnableCap.DepthTest); }
public MainVisual() { plane = new VisualPlane(); visualSmoke = new VisualSmoke(Vector3.Zero, new Vector3(.2f, 0, 0)); //todo: add particles that bounce off plane visualWaterfall = new VisualWaterfall(new Vector3(-.5f, 1, -.5f)); camera.FarClip = 20; camera.Distance = 2; camera.FovY = 70; camera.Tilt = 15; GL.Enable(EnableCap.DepthTest); }