public ShaderProperties(CacheBase Cache, int Address) { EndianReader Reader = Cache.Reader; Reader.SeekTo(Address); #region ShaderProperties Chunk int iCount = Reader.ReadInt32(); int iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { ShaderMaps.Add(new ShaderMap(Cache, iOffset + 24 * i)); } #endregion #region Tiling Chunk Reader.SeekTo(Address + 12); iCount = Reader.ReadInt32(); iOffset = Reader.ReadInt32() - Cache.Magic; for (int i = 0; i < iCount; i++) { Tilings.Add(new Tiling(Cache, iOffset + 16 * i)); } #endregion }
public ShaderProperties(shader_model soso) { ShaderMaps.Add(new ShaderMap() { BitmapTagID = soso.baseMapID }); Tilings.Add(new Tiling() { UTiling = 1, VTiling = 1, }); }