/// <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); ///Uncoment to add your model SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario"); ///Physic info (position, rotation and scale are set here) TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ///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); ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); ///task sample taskSample taskSample = new taskSample(); ///when ended, call this (syncronous -- specified in the itask implementation) function taskSample.Ended += new Action<ITask, IAsyncResult>(taskSample_Ended); ///create and send the task to the processor TaskCommand TaskCommand = new TaskCommand(taskSample); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(TaskCommand); }
/// <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); ///Uncoment to add your model SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario"); ///Physic info (position, rotation and scale are set here) TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ///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); ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); ///task sample taskSample taskSample = new taskSample(); ///when ended, call this (syncronous -- specified in the itask implementation) function taskSample.Ended += new Action <ITask, IAsyncResult>(taskSample_Ended); ///create and send the task to the processor TaskCommand TaskCommand = new TaskCommand(taskSample); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(TaskCommand); }