public override void CreateScene()
{
scene.AmbientLight = new ColorEx( .4f, .4f, .4f );
Light light = scene.CreateLight( "MainLight" );
light.Position = new Vector3( 50, 80, 0 );
Entity head = scene.CreateEntity( "OgreHead", "ogrehead.mesh" );
entityList.Add( head );
scene.RootSceneNode.CreateChildSceneNode().AttachObject( head );
Entity box = scene.CreateEntity( "Box1", "cube.mesh" );
entityList.Add( box );
scene.RootSceneNode.CreateChildSceneNode( new Vector3( -100, 0, 0 ), Quaternion.Identity ).AttachObject( box );
box = scene.CreateEntity( "Box2", "cube.mesh" );
entityList.Add( box );
scene.RootSceneNode.CreateChildSceneNode( new Vector3( 100, 0, -300 ), Quaternion.Identity ).AttachObject( box );
box = scene.CreateEntity( "Box3", "cube.mesh" );
entityList.Add( box );
scene.RootSceneNode.CreateChildSceneNode( new Vector3( -200, 100, -200 ), Quaternion.Identity ).AttachObject( box );
frustum = new Frustum( "PlayFrustum" );
frustum.Near = 10;
frustum.Far = 300;
// create a node for the frustum and attach it
frustumNode = scene.RootSceneNode.CreateChildSceneNode( new Vector3( 0, 0, 200 ), Quaternion.Identity );
// set the camera in a convenient position
camera.Position = new Vector3( 0, 759, 680 );
camera.LookAt( Vector3.Zero );
frustumNode.AttachObject( frustum );
frustumNode.AttachObject( camera2 );
}