public TerrainGenerationVisualiser() { this.Terrain = new TerrainGen(1024, 1024); this.TerrainPass2 = new TerrainGenPass2(1024, 1024); this.TerrainGenPass = 1; //this.Terrain.InitTerrain1(); this.Terrain.Clear(0.0f); graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.IsFixedTimeStep = false; this.tile = new TerrainEngine.TerrainTile(1024, 1024, new Vector3(0f, 0f, 0f), 1.0f); this.shadeTexData = new Color[this.Terrain.Width * this.Terrain.Height]; this.walkCamera = new WalkCamera(this); this.Components.Add(this.walkCamera); this.walkCamera.EyeHeight = 500f / 4096f; this.StatusMessage = "Press R to randomize terrain, or 1-9 to load a saved slot. P to switch simulation modes."; try { this.Terrain.Load(GetSaveFileName(0, this.TerrainGenPass)); // load from autosave slot } catch (Exception) { // swallow all exceptions when trying to auto-load terrain } }
public TerrainGenerationVisualiser() { this.Terrain = new TerrainGen(1024, 1024); //this.Terrain.InitTerrain1(); this.Terrain.Clear(0.0f); graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.IsFixedTimeStep = false; this.tile = new TerrainEngine.TerrainTile(1024, 1024, new Vector3(0f, 0f, 0f), 1.0f); this.shadeTexData = new Color[this.Terrain.Width * this.Terrain.Height]; this.walkCamera = new WalkCamera(this); this.Components.Add(this.walkCamera); this.StatusMessage = "Press R to randomize terrain, or 1-9 to load a saved slot."; }