protected override void SetupContent()
{
// set background and some fog
Viewport.BackgroundColor = new ColorEx( 1.0f, 1.0f, 0.8f );
SceneManager.SetFog( FogMode.Linear, new ColorEx( 1.0f, 1.0f, 1.0f ), 0, 15, 100 );
// set shadow properties
SceneManager.ShadowTechnique = ShadowTechnique.TextureModulative;
SceneManager.ShadowColor = new ColorEx( 0.5f, 0.5f, 0.5f );
SceneManager.ShadowTextureSize = 1024;
SceneManager.ShadowTextureCount = 1;
// disable default camera control so the character can do its own
CameraManager.setStyle( CameraStyle.Manual );
// use a small amount of ambient lighting
SceneManager.AmbientLight = new ColorEx( 0.3f, 0.3f, 0.3f );
// add a bright light above the scene
Light light = SceneManager.CreateLight( "CharacterLight" );
light.Type = LightType.Point;
light.Position = new Vector3( -10, 40, 20 );
light.Specular = ColorEx.White;
MeshManager.Instance.CreatePlane( "floor", ResourceGroupManager.DefaultResourceGroupName,
new Plane( Vector3.UnitY, 0 ), 100, 100, 10, 10, true, 1, 10, 10, Vector3.UnitZ );
// create a floor entity, give it a material, and place it at the origin
Entity floor = SceneManager.CreateEntity( "Floor", "floor" );
floor.MaterialName = "Examples/Rockwall";
floor.CastShadows = false;
SceneManager.RootSceneNode.AttachObject( floor );
// create our character controller
chara = new SinbadCharacterController( Camera );
TrayManager.ToggleAdvancedFrameStats();
List<string> items = new List<string>();
items.Add( "Help" );
ParamsPanel help = TrayManager.CreateParamsPanel( TrayLocation.TopLeft, "HelpMessage", 100, items );
help.SetParamValue( "Help", " H / F1" );
}