public void NewShader() { MDL0Node model = ((MDL0Node)_resource); if (model._shadGroup == null) { MDL0GroupNode g = model._shadGroup; if (g == null) { model.AddChild(g = new MDL0GroupNode(MDLResourceType.Shaders), true); model._shadGroup = g; model._shadList = g.Children; } } if (model._shadList != null && model._matList != null && model._shadList.Count < model._matList.Count) { MDL0ShaderNode shader = new MDL0ShaderNode(); model._shadGroup.AddChild(shader); shader.Default(); shader.Rebuild(true); BaseWrapper b = FindResource(shader, true); if (b != null) { b.EnsureVisible(); } } }
public MDL0ShaderNode NewShader() { MDL0Node model = (MDL0Node)_resource; if (model._shadGroup == null) { MDL0GroupNode g = model._shadGroup; if (g == null) { model.AddChild(g = new MDL0GroupNode(MDLResourceType.Shaders), true); model._shadGroup = g; model._shadList = g.Children; } } if (model._shadList != null && model._matList != null && model._shadList.Count < model._matList.Count) { MDL0ShaderNode shader = new MDL0ShaderNode(); model._shadGroup.AddChild(shader); shader.Default(); shader.Rebuild(true); BaseWrapper b = FindResource(shader, true); b?.EnsureVisible(); return(shader); } MessageBox.Show("Shader could not be added. Make sure that you do not have more shaders than materials", "Error"); return(null); }