//internal Platform(string gameObjectId)
 //    : base(gameObjectId)
 //{
 //    CeilingTexture = new LevelTextureAttribute();
 //    FloorTexture = new LevelTextureAttribute();
 //    WallTexture = new LevelTextureAttribute();
 //}
 internal Platform()
     : base()
 {
     CeilingTexture = new LevelTextureAttribute();
     FloorTexture = new LevelTextureAttribute();
     WallTexture = new LevelTextureAttribute();
 }
 //internal Corridor(string gameObjectId)
 //    : base(gameObjectId)
 //{
 //    CeilingTexture = new LevelTextureAttribute();
 //    CeilingWallTexture = new LevelTextureAttribute();
 //    FloorTexture = new LevelTextureAttribute();
 //    FloorWallTexture = new LevelTextureAttribute();
 //}
 internal Corridor()
     : base()
 {
     CeilingTexture = new LevelTextureAttribute();
     CeilingWallTexture = new LevelTextureAttribute();
     FloorTexture = new LevelTextureAttribute();
     FloorWallTexture = new LevelTextureAttribute();
 }
 //internal Wall(string gameObjectId)
 //    : base(gameObjectId)
 //{
 //    WallTexture = new LevelTextureAttribute();
 //}
 internal Wall()
     : base()
 {
     WallTexture = new LevelTextureAttribute();
 }
        private static void SetupTexture(LevelTextureAttribute wt)
        {
            GL.MatrixMode(MatrixMode.Texture);
              GL.PushMatrix();
              GL.LoadIdentity();

              GL.Translate(wt.xOffset, wt.yOffset, 0);
              GL.Scale(-wt.xScale, wt.yScale, 1);
              GL.Rotate(wt.Rotation, 0, 0, 1);
              GL.PopMatrix();
              GL.MatrixMode(MatrixMode.Modelview);
        }