public override void Update(RenderContext renderContext)
 {
     renderContext.SetShader(sp);
     renderContext.SetShaderParamTexture(Textureparam, Tex);
     renderContext.SetShaderParam(Shininess, 16.0f);
     renderContext.SetShaderParam(SpecularLevel, 256.0f);
 }
 public void UpdateMaterial(RenderContext rc)
 {
     foreach (KeyValuePair<string, ParamPair> k in _list)
     {
         IShaderParam shaderparam;
         if ((shaderparam = _sp.GetShaderParam(k.Key)) != null)
         {
             if(k.Value.ParamInfo.Type == typeof(int))
                 rc.SetShaderParam(shaderparam, (int)k.Value.Value);
             else if (k.Value.ParamInfo.Type == typeof(float))
                 rc.SetShaderParam(shaderparam, (float)k.Value.Value);
             else if (k.Value.ParamInfo.Type == typeof(float2))
                 rc.SetShaderParam(shaderparam, (float2)k.Value.Value);
             else if (k.Value.ParamInfo.Type == typeof(float3))
                 rc.SetShaderParam(shaderparam, (float3)k.Value.Value);
             else if (k.Value.ParamInfo.Type == typeof(float4))
                 rc.SetShaderParam(shaderparam, (float4)k.Value.Value);
             else if (k.Value.ParamInfo.Type == typeof(float4x4))
                 rc.SetShaderParam(shaderparam, (float4x4)k.Value.Value);
         }
     }
 }