/// <summary> /// Default constructor - used by <see cref="Quake3ShaderManager"/> (do not call directly) /// </summary> /// <param name="name">Shader name.</param> public Quake3Shader(string name) { this.name = name; deformFunc = ShaderDeformFunc.None; deformParams = new float[5]; cullMode = ManualCullingMode.Back; pass = new ShaderPassCollection(); }
/// <summary> /// Default constructor - used by <see cref="Quake3ShaderManager"/> (do not call directly) /// </summary> /// <param name="name">Shader name.</param> public Quake3Shader( ResourceManager parent, string name, ResourceHandle handle, string group ) : base( parent, name, handle, group ) { _deformFunc = ShaderDeformFunc.None; _deformParams = new float[ 5 ]; _cullingMode = ManualCullingMode.Back; _pass = new List<ShaderPass>(); }