public void BindObject(int a_binding, IMaterialBindable a_object) { Binding bind = null; for (int i = 0; i < m_bindings.Count; ++i) { bind = m_bindings[i]; if (bind.Handle == a_binding) { bind.Target = a_object; return; } } while (!m_shader.Initialized) { Thread.Yield(); } bind = new Binding(a_binding, a_object, m_shader); m_bindings.Add(bind); }
public Binding(int a_binding, IMaterialBindable a_object, Program a_program) { m_bindingIndex = a_binding; m_program = a_program; m_object = a_object; }