/// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                ///Physic info (position, rotation and scale are set here)
                BoxObject tmesh = new BoxObject(Vector3.Zero, 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                tmesh.isMotionLess = true;
                ///Forward Shader (look at this shader construction for more info)
                ForwardXNABasicShader shader = new ForwardXNABasicShader();
                ///Deferred material
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                ///Add to the world
                this.World.AddObject(obj);

                ///create the fsm
                fsm = new StateMachine();
                ///atach the fsm to the object using the attachment property (there are lots of ways of doing this like extending the iobject class)
                AttachmentUpdate atachment = new AttachmentUpdate(
                    (a, b) => fsm.UpdateFSM(b)
                    );
                obj.IObjectAttachment.Add(atachment);

                ////Sample usage
                ///Press Space to go to state2 and press enter in state 2 to get back to state1 =P
                ///create state 1
                {
                    StateSample state1 = new StateSample("state1", obj);
                    state1.NextStateFunc =
                        (a) =>
                    {
                        KeyboardState kstate = Keyboard.GetState();
                        if (kstate.IsKeyDown(Keys.Space))
                        {
                            return("state2");
                        }
                        return(null);
                    };
                    fsm.AddState(state1);

                    ///SET THE CURRENT STATE
                    fsm.SetCurrentState(state1.Name);
                }



                ///create state 2
                {
                    StateSample state2 = new StateSample("state2", obj);
                    state2.NextStateFunc =
                        (a) =>
                    {
                        KeyboardState kstate = Keyboard.GetState();
                        if (kstate.IsKeyDown(Keys.Enter))
                        {
                            return("state1");
                        }
                        return(null);
                    };
                    fsm.AddState(state2);
                }
            }

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                ///Physic info (position, rotation and scale are set here)
                BoxObject tmesh = new BoxObject(Vector3.Zero, 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                tmesh.isMotionLess = true;
                ///Forward Shader (look at this shader construction for more info)
                ForwardXNABasicShader shader = new ForwardXNABasicShader();
                ///Deferred material
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                ///Add to the world
                this.World.AddObject(obj);

                ///create the fsm
                fsm = new StateMachine();
                ///atach the fsm to the object using the attachment property (there are lots of ways of doing this like extending the iobject class)
                AttachmentUpdate atachment = new AttachmentUpdate(
                    (a, b) => fsm.UpdateFSM(b)
                        );
                obj.IObjectAttachment.Add(atachment);

                ////Sample usage
                ///Press Space to go to state2 and press enter in state 2 to get back to state1 =P
                ///create state 1
                {
                    StateSample state1 = new StateSample("state1",obj);
                    state1.NextStateFunc =
                      (a) =>
                      {
                          KeyboardState kstate = Keyboard.GetState();
                          if (kstate.IsKeyDown(Keys.Space))
                          {
                              return "state2";
                          }
                          return null;
                      };
                    fsm.AddState(state1);

                    ///SET THE CURRENT STATE
                    fsm.SetCurrentState(state1.Name);
                }

                

                ///create state 2
                {
                    StateSample state2 = new StateSample("state2",obj);
                    state2.NextStateFunc =
                      (a) =>
                      {
                          KeyboardState kstate = Keyboard.GetState();
                          if (kstate.IsKeyDown(Keys.Enter))
                          {
                              return "state1";
                          }
                          return null;
                      };
                    fsm.AddState(state2);
                }
            }

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }