/// <summary>
 /// Binds the cube map.
 /// </summary>
 /// <param name="deviceContext">The device context.</param>
 public void BindCubeMap(DeviceContextProxy deviceContext)
 {
     currSampler = deviceContext.GetSampler(PixelShader.Type, textureSamplerSlot, 1);
     currRes = deviceContext.GetShaderResources(PixelShader.Type, cubeTextureSlot, 1);
     if (EnableReflector)
     {
         deviceContext.SetShaderResource(PixelShader.Type, cubeTextureSlot, CubeMap);
         deviceContext.SetSampler(PixelShader.Type, textureSamplerSlot, textureSampler);
     }
 }