public override void LoadContent(DeviceContext context)
        {
            ArrayTexture.CreateTexture2DFromFiles(_d3dEngine.Device, context, ClientSettings.TexturePack + @"Particules/", @"*.png", FilterFlags.Point, "ArrayTexture_Particules", out _particulesSpritesResource);
            ToDispose(_particulesSpritesResource);

            _staticEntityEmitter = new SpriteStaticEmitter(this, DXStates.Samplers.UVWrap_MinMagMipLinear, _particulesSpritesResource, DXStates.Rasters.Default, DXStates.Blenders.Enabled, DXStates.DepthStencils.DepthReadEnabled, _weather);
            AddEmitter(context, _staticEntityEmitter);

            base.LoadContent(context);
        }