public UInt32 addMaterial(PRCRgbColor color) { var index = addColor(color); var material = new PRCMaterial() { name = "", ambient = index, diffuse = index, emissive = index, specular = index, ambient_alpha = 1, diffuse_alpha = 1, emissive_alpha = 1, specular_alpha = 1, shininess = 1, }; _materials.Add(material); return((UInt32)_materials.Count - 1); }
private UInt32 addColor(PRCRgbColor color) { _colors.Add(color); return((UInt32)(_colors.Count - 1) * 3); }