Public Member Functions | Protected Member Functions | Properties

visLU.Engine Class Reference

Render engine. More...

List of all members.

Public Member Functions

 Engine (Game _game)
 Constructor Creates data and 4 cameras (one for each view: 3D, front, top, side).
override void Initialize ()
 Allows the game component to perform any initialization it needs to before starting to run. This is where it can query for any required services and load content. Initialzes cameras with position, target and up-vector.
override void Update (GameTime gameTime)
 Allows the game component to update itself.
override void Draw (GameTime gameTime)

Protected Member Functions

override void LoadContent ()
 Creates spriteBatch to display current view name. Calls initializeTextureFilter().
override void UnloadContent ()
 UnloadContent will be called once per game and is the place to unload all content.

Properties

Data Input [get, set]

Detailed Description

Render engine.

Definition at line 22 of file Engine.cs.


Constructor & Destructor Documentation

visLU.Engine.Engine ( Game  _game )

Constructor Creates data and 4 cameras (one for each view: 3D, front, top, side).

Parameters:
_game

Definition at line 54 of file Engine.cs.


Member Function Documentation

override void visLU.Engine.Draw ( GameTime  gameTime )

Definition at line 249 of file Engine.cs.

override void visLU.Engine.Initialize (  )

Allows the game component to perform any initialization it needs to before starting to run. This is where it can query for any required services and load content. Initialzes cameras with position, target and up-vector.

Definition at line 83 of file Engine.cs.

override void visLU.Engine.LoadContent (  ) [protected]

Creates spriteBatch to display current view name. Calls initializeTextureFilter().

Definition at line 136 of file Engine.cs.

override void visLU.Engine.UnloadContent (  ) [protected]

UnloadContent will be called once per game and is the place to unload all content.

Definition at line 166 of file Engine.cs.

override void visLU.Engine.Update ( GameTime  gameTime )

Allows the game component to update itself.

Parameters:
gameTimeProvides a snapshot of timing values.

Definition at line 182 of file Engine.cs.


Property Documentation

Data visLU.Engine.Input [get, set]

Definition at line 42 of file Engine.cs.


The documentation for this class was generated from the following file:
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