protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(-0.9f,true,1,true), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
            desc.DefferedDebug = false;
            desc.UseFloatingBufferForLightMap = true;
            ShadowLightMap css = new ShadowLightMap(ShadowFilter.PCF3x3,1024,DirectionalShadowFilteringType.PCF7x7,512,0.95f);                        
            desc.DeferredLightMap = css;            
            renderTech = new DeferredRenderTechnic(desc);
        }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(-9.7f,true), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();            
            desc.UseFloatingBufferForLightMap = true;
            ///Directional lights uses CSM and Spot lights uses classic Shadow Mapping. Both can use heavy filtering options
            ShadowLightMap css = new ShadowLightMap(ShadowFilter.PCF7x7SOFT, 2048, DirectionalShadowFilteringType.PCF7x7, 1024, 0.75f);            
            desc.DeferredLightMap = css;
            renderTech = new DeferredRenderTechnic(desc);
        }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
            desc.DefferedDebug = false;
            desc.UseFloatingBufferForLightMap = true;
            ShadowLightMap css = new ShadowLightMap(ShadowFilter.PCF7x7SOFT,2048);            
            desc.DeferredLightMap = css;            
            renderTech = new DeferredRenderTechnic(desc);
        }