public static Texture getTexture(GlobalTextures textureId)
        {
            var terrainProperties  = Singleton <TerrainProperties> .instance;
            var netProperties      = Singleton <NetProperties> .instance;
            var buildingProperties = Singleton <BuildingProperties> .instance;
            var vehicleProperties  = Singleton <VehicleProperties> .instance;

            switch (textureId)
            {
            case GlobalTextures._TerrainGrassDiffuse:
                return(terrainProperties.m_grassDiffuse);

            case GlobalTextures._TerrainRuinedDiffuse:
                return(terrainProperties.m_ruinedDiffuse);

            case GlobalTextures._TerrainPavementDiffuse:
                return(terrainProperties.m_pavementDiffuse);

            case GlobalTextures._TerrainGravelDiffuse:
                return(terrainProperties.m_gravelDiffuse);

            case GlobalTextures._TerrainCliffDiffuse:
                return(terrainProperties.m_cliffDiffuse);

            case GlobalTextures._TerrainOreDiffuse:
                return(terrainProperties.m_oreDiffuse);

            case GlobalTextures._TerrainOilDiffuse:
                return(terrainProperties.m_oilDiffuse);

            case GlobalTextures._TerrainSandDiffuse:
                return(terrainProperties.m_sandDiffuse);

            case GlobalTextures._RoadUpwardDiffuse:
                return(netProperties.m_upwardDiffuse);

            case GlobalTextures._RoadDownwardDiffuse:
                return(netProperties.m_downwardDiffuse);

            case GlobalTextures._BuildingBaseDiffuse:
                return(buildingProperties.m_baseDiffuse);

            case GlobalTextures._BuildingFloorDiffuse:
                return(buildingProperties.m_floorDiffuse);

            case GlobalTextures._BuildingBurnedDiffuse:
                return(buildingProperties.m_burnedDiffuse);

            case GlobalTextures._BuildingAbandonedDiffuse:
                return(buildingProperties.m_abandonedDiffuse);

            case GlobalTextures._VehicleFloorDiffuse:
                return(vehicleProperties.m_floorDiffuse);
            }
            return(null);
        }
        public static float GetTextureTiling(GlobalTextures textureId)
        {
            var terrainProperties  = Singleton <TerrainProperties> .instance;
            var netProperties      = Singleton <NetProperties> .instance;
            var buildingProperties = Singleton <BuildingProperties> .instance;
            var vehicleProperties  = Singleton <VehicleProperties> .instance;

            switch (textureId)
            {
            case GlobalTextures._TerrainGrassDiffuse:
                return(terrainProperties.m_grassTiling);

            case GlobalTextures._TerrainRuinedDiffuse:
                return(terrainProperties.m_ruinedTiling);

            case GlobalTextures._TerrainPavementDiffuse:
                return(terrainProperties.m_pavementTiling);

            case GlobalTextures._TerrainGravelDiffuse:
                return(terrainProperties.m_gravelTiling);

            case GlobalTextures._TerrainCliffDiffuse:
                return(terrainProperties.m_cliffTiling);

            case GlobalTextures._TerrainOreDiffuse:
                return(terrainProperties.m_oreTiling);

            case GlobalTextures._TerrainOilDiffuse:
                return(terrainProperties.m_oilTiling);

            case GlobalTextures._TerrainSandDiffuse:
                return(terrainProperties.m_sandTiling);

            case GlobalTextures._RoadUpwardDiffuse:
                return(0.0625f);

            case GlobalTextures._RoadDownwardDiffuse:
                return(0.0625f);

            default:
                return(Settings.defaultTiling);
            }
        }