public override void Load(Microsoft.Xna.Framework.Content.ContentManager Content) { TreeGenerator generator = new TreeGenerator(X.GraphicsDevice, X.cloudSystem, X.Content.Load <Effect>("Content/Models/Lambert")); generator.LoadFromFile(Profile); generator.TrunkEffect.Parameters["AmbientMap"].SetValue(X.Content.Load <Texture2D>(BarkTexture)); generator.LeafTexture = X.Content.Load <Texture>(LeafTexture); generator.GenerateTreeMesh(ref X, Seed, RadialSegments, AddLeaves, CuttoffLevel, out Trunk, out boundingBox, out Leaves); Trunk.Projection = X.DefaultCamera.Projection; base.Load(Content); }
public override void Load(ContentManager Content) { generators = new List <TreeGenerator>(); // Create a tree generator for each kind of tree defined above in treeFiles for (int i = 0; i < TreeTypes.Length; i++) { TreeGenerator generator = new TreeGenerator(X.GraphicsDevice, X.cloudSystem, X.Content.Load <Effect>("Content/Models/Lambert")); generator.LoadFromFile(treePath + TreeTypes[i].Profile); // Set the texture assigned to newly generated trees. //TODO: Add custom shader for tree trunks to allow Engine lighting, etc generator.TrunkEffect.Parameters["AmbientMap"].SetValue(X.Content.Load <Texture2D>(texturePath + TreeTypes[i].BarkTexture)); //generator.TrunkEffect.TextureEnabled = true; //generator.TrunkEffect.EnableDefaultLighting(); generator.LeafTexture = X.Content.Load <Texture>(texturePath + TreeTypes[i].LeafTexture); generators.Add(generator); } //Generate a list of Vector3 of all tree positions GenerateFromTreemap(X.Content.Load <Texture2D>(treeMapFile)); base.Load(X.Content); }