/// <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); } }