public void UpdateVoxelTextures(MyMwcVoxelMaterialsEnum material) { m_multimaterial = false; // Get with lazy-load MyVoxelMaterial voxelMaterial = MyVoxelMaterials.Get(material); MyVoxelMaterialTextures voxelTexture = voxelMaterial.GetTextures(); if (MyRender.DebugDiffuseTexture) { m_D3DEffect.SetTexture(m_textureDiffuseForAxisXZ, (Texture)MyRender.GetDebugTexture()); m_D3DEffect.SetTexture(m_textureDiffuseForAxisY, (Texture)MyRender.GetDebugTexture()); } else { m_D3DEffect.SetTexture(m_textureDiffuseForAxisXZ, (Texture)voxelTexture.TextureDiffuseForAxisXZ); m_D3DEffect.SetTexture(m_textureDiffuseForAxisY, (Texture)voxelTexture.TextureDiffuseForAxisY); } if (MyRender.DebugNormalTexture) { m_D3DEffect.SetTexture(m_textureNormalMapForAxisXZ, (Texture)MyRender.GetDebugNormalTexture()); m_D3DEffect.SetTexture(m_textureNormalMapForAxisY, (Texture)MyRender.GetDebugNormalTexture()); } else { m_D3DEffect.SetTexture(m_textureNormalMapForAxisXZ, (Texture)voxelTexture.TextureNormalMapForAxisXZ); m_D3DEffect.SetTexture(m_textureNormalMapForAxisY, (Texture)voxelTexture.TextureNormalMapForAxisY); } m_D3DEffect.SetValue(m_specularIntensity, voxelMaterial.SpecularIntensity); m_D3DEffect.SetValue(m_specularPower, voxelMaterial.SpecularPower); }