public bool AsyncLoad() { btChipTexture = m_resources.QueueTextureLoad("textures/bt_chip"); btChipSampleTexture = m_resources.QueueTextureLoad("textures/bt_chip_sample"); btHoldTexture = m_resources.QueueTextureLoad("textures/bt_hold"); btHoldEntryTexture = m_resources.QueueTextureLoad("textures/bt_hold_entry"); btHoldExitTexture = m_resources.QueueTextureLoad("textures/bt_hold_exit"); fxChipTexture = m_resources.QueueTextureLoad("textures/fx_chip"); fxChipSampleTexture = m_resources.QueueTextureLoad("textures/fx_chip_sample"); fxHoldTexture = m_resources.QueueTextureLoad("textures/fx_hold"); fxHoldEntryTexture = m_resources.QueueTextureLoad("textures/fx_hold_entry"); fxHoldExitTexture = m_resources.QueueTextureLoad("textures/fx_hold_exit"); laserTexture = m_resources.QueueTextureLoad("textures/laser"); highwayTexture = m_resources.QueueTextureLoad("textures/highway"); keyBeamTexture = m_resources.QueueTextureLoad("textures/key_beam"); entryTexture = m_resources.QueueTextureLoad("textures/laser_entry"); exitTexture = m_resources.QueueTextureLoad("textures/laser_exit"); basicMaterial = m_resources.QueueMaterialLoad("materials/basic"); chipMaterial = m_resources.QueueMaterialLoad("materials/chip"); holdMaterial = m_resources.QueueMaterialLoad("materials/hold"); highwayMaterial = m_resources.QueueMaterialLoad("materials/highway"); laserMaterial = m_resources.QueueMaterialLoad("materials/laser"); laserEntryMaterial = m_resources.QueueMaterialLoad("materials/laser_entry"); if (!m_resources.LoadAll()) { return(false); } return(true); }