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; }