protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { world = new IWorld(new BepuPhysicWorld(), new SimpleCuller()); ForwardRenderTecnichDescription desc = new ForwardRenderTecnichDescription(); desc.BackGroundColor = Color.CornflowerBlue; renderTech = new ForwardRenderTecnich(desc); }
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { world = new IWorld(new BepuPhysicWorld(0), new SimpleCuller()); ///Create the deferred technich ForwardRenderTecnichDescription desc = new ForwardRenderTecnichDescription(); desc.BackGroundColor = Color.AliceBlue; renderTech = new ForwardRenderTecnich(desc); }
/// <summary> /// Sets the world and render technich. /// </summary> /// <param name="renderTech">The render tech.</param> /// <param name="world">The world.</param> protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { ///create the IWorld world = new IWorld(new BepuPhysicWorld(-0.97f, true, 1), new SimpleCuller()); ///Create the deferred technich ForwardRenderTecnichDescription desc = new ForwardRenderTecnichDescription(); renderTech = new ForwardRenderTecnich(desc); }
/// <summary> /// Sets the world and render technich. /// </summary> /// <param name="renderTech">The render tech.</param> /// <param name="world">The world.</param> protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { world = new IWorld(new BepuPhysicWorld(), new SimpleCuller(),null,true); ///Create a Forward Render Technich ///Most of our technich like illumination, shadow ... are NOT implemented in FORWARD. Use this for simple stuffs and ///for W7 ///You cant use light is this Technich (We will release the Forward Lights implementation soon showing how to expand the PloobsEngine) ForwardRenderTecnichDescription desc = new ForwardRenderTecnichDescription(); desc.BackGroundColor = Color.CornflowerBlue; renderTech = new ForwardRenderTecnich(desc); }
public ForwardBepuScreen(ForwardRenderTecnichDescription? forwardRenderTecnichDescription = null, float gravity = -9.98f, bool multiThread = false) { this.gravity=gravity; this.multiThread = multiThread; this.ForwardRenderTecnichDescription = forwardRenderTecnichDescription.HasValue ? forwardRenderTecnichDescription.Value : ForwardRenderTecnichDescription.Default(); }
public ForwardRenderTecnich(ForwardRenderTecnichDescription desc) #if !WINDOWS_PHONE && !REACH : base(PostEffectType.Forward3D) #else : base(PostEffectType.WindowsPhoneAndReach)