internal bool Initialize()
        {
            SubRenderStateFactory curFactory;

            curFactory = new FFPTransformFactory();
            ShaderGenerator.Instance.AddSubRenderStateFactory(curFactory);
            this.ffpSubRenderStateFactoryList.Add(curFactory);

            curFactory = new FFPColorFactory();
            ShaderGenerator.Instance.AddSubRenderStateFactory(curFactory);
            this.ffpSubRenderStateFactoryList.Add(curFactory);

            curFactory = new FFPLightingFactory();
            ShaderGenerator.Instance.AddSubRenderStateFactory(curFactory);
            this.ffpSubRenderStateFactoryList.Add(curFactory);

            curFactory = new FFPTexturingFactory();
            ShaderGenerator.Instance.AddSubRenderStateFactory(curFactory);
            this.ffpSubRenderStateFactoryList.Add(curFactory);

            curFactory = new FFPFogFactory();
            ShaderGenerator.Instance.AddSubRenderStateFactory(curFactory);
            this.ffpSubRenderStateFactoryList.Add(curFactory);

            return(true);
        }
		internal bool Initialize()
		{
			SubRenderStateFactory curFactory;

			curFactory = new FFPTransformFactory();
			ShaderGenerator.Instance.AddSubRenderStateFactory( curFactory );
			this.ffpSubRenderStateFactoryList.Add( curFactory );

			curFactory = new FFPColorFactory();
			ShaderGenerator.Instance.AddSubRenderStateFactory( curFactory );
			this.ffpSubRenderStateFactoryList.Add( curFactory );

			curFactory = new FFPLightingFactory();
			ShaderGenerator.Instance.AddSubRenderStateFactory( curFactory );
			this.ffpSubRenderStateFactoryList.Add( curFactory );

			curFactory = new FFPTexturingFactory();
			ShaderGenerator.Instance.AddSubRenderStateFactory( curFactory );
			this.ffpSubRenderStateFactoryList.Add( curFactory );

			curFactory = new FFPFogFactory();
			ShaderGenerator.Instance.AddSubRenderStateFactory( curFactory );
			this.ffpSubRenderStateFactoryList.Add( curFactory );

			return true;
		}