public void SetMaterialUniforms(Shader shader) { // TODO: Rework default texture creation. if (defaultTextures == null) { defaultTextures = new Resources.DefaultTextures(); } if (genericMaterial == null) { genericMaterial = Material.CreateGenericMaterial(Material); } genericMaterial.SetShaderUniforms(shader); if (uniformBlock == null) { uniformBlock = new SFGenericModel.Materials.UniformBlock(shader, "MaterialParams") { BlockBinding = 1 }; Material.AddMaterialParams(uniformBlock); } uniformBlock.BindBlock(shader); }
public RModel() { boneUniformBuffer = new SFGenericModel.Materials.UniformBlock(ShaderContainer.GetShader("RModel"), "Bones"); }