Пример #1
0
        /// 指定 BasicProgram と、指定 BasicMaterial を必ず利用して描画する
        public void Draw(GraphicsContext graphics,
                         BasicProgram program,
                         BasicMaterial material,
                         Matrix4 viewProj)
        {
            List <LocalPart> localPartList = updateLocalPart();

            // パーツを DrawOrder 順にソート
            localPartList.Sort();

            setPolygonMode(graphics, material);

            graphics.SetShaderProgram(program);
            program.SetViewProj(viewProj);

            program.SetMaterial(ref material);
            setLayers(graphics, program, material);

            // パーツの描画
            foreach (LocalPart localPart in localPartList)
            {
                program.SetMatrixPalette(localPart.worldCount, ref localPart.matrixPalette);
                program.Update();

                graphics.SetVertexBuffer(0, localPart.vertexBuffer);
                graphics.DrawArrays(localPart.primitives);
            }
        }
Пример #2
0
        /// DrawParts 内の、mesh を DrawOrder ごとに並び替える

        /**
         * note : DrawPart をまたぐようなソートは行わない点に注意すること.
         */
        public void SortDrawParts()
        {
            foreach (var bone in Bones)
            {
                List <Part> partList = new List <Part>();
                foreach (var index in bone.DrawParts)
                {
                    BasicPart part = Parts[index];
                    foreach (var mesh in part.Meshes)
                    {
                        BasicMaterial material = Materials[mesh.Material];

                        partList.Add(new Part(mesh, material.DrawOrder));
                    }

                    // パーツを DrawOrder 順にソート
                    partList.Sort(delegate(Part lhs, Part rhs){ return(lhs.drawOrder - rhs.drawOrder); });

                    int i = 0;
                    foreach (var sortedPart in partList)
                    {
                        part.Meshes[i] = sortedPart.mesh;
                        i++;
                    }
                }
            }
        }
Пример #3
0
        /// Material::Layer が保持する TexAnim用Matrix の対象 Bone を探して index を格納しておく
        public void BindTexAnimBone()
        {
            foreach (BasicPart part in Parts)
            {
                foreach (var mesh in part.Meshes)
                {
                    if (mesh.Material >= 0)
                    {
                        BasicMaterial material = Materials[mesh.Material];
                        for (int i = 0; i < material.Layers.Length; i++)
                        {
                            BasicLayer layer = material.Layers[i];

                            // 隠しておいた名前から、Bone の index を確定させる
                            if (layer.TexAnimBoneName != "")
                            {
                                for (int bi = 0; bi < Bones.Length; bi++)
                                {
//								Console.WriteLine(Bones[bi].Name);
                                    if (layer.TexAnimBoneName == Bones[bi].Name)
                                    {
                                        layer.TexAnimBoneIdx = bi;
                                        material.UseTexAnim  = true;
                                    }
                                }
                            }
                            else
                            {
                                layer.TexAnimBoneIdx = -1;
                            }
                        }
                    }
                }
            }
        }
Пример #4
0
        void UpdateBone(BasicMotion motion)
        {
            float weight = 1.0f;

            float[] value = new float[4];
            foreach (var fcurve in motion.FCurves)
            {
                if (fcurve.TargetType == BasicFCurveTargetType.Bone)
                {
                    EvalFCurve(fcurve, motion.Frame, value);
                    BasicBone bone = Bones[fcurve.TargetIndex];
                    switch (fcurve.ChannelType)
                    {
                    case BasicFCurveChannelType.Translation:
                        Vector3 translation = new Vector3(value[0], value[1], value[2]);
                        bone.Translation = bone.Translation.Lerp(translation, weight);
                        break;

                    case BasicFCurveChannelType.Rotation:
                        Quaternion rotation;
                        if (fcurve.DimCount == 4)
                        {
                            rotation = new Quaternion(value[0], value[1], value[2], value[3]);
                        }
                        else
                        {
                            Vector3 angles = new Vector3(value[0], value[1], value[2]);
                            // [note] 旧API
                            // rotation = Quaternion.FromEulerAnglesZYX( angles ) ;
                            rotation = Quaternion.RotationZyx(angles);
                        }
                        // [note] 旧API
                        // bone.Rotation = Quaternion.Slerp( bone.Rotation, rotation, weight, 0.0f ) ;
                        bone.Rotation = bone.Rotation.Slerp(rotation, weight);
                        break;

                    case BasicFCurveChannelType.Scaling:
                        Vector3 scaling = new Vector3(value[0], value[1], value[2]);
                        bone.Scaling = bone.Scaling.Lerp(scaling, weight);
                        break;
                    }
                }
                else if (fcurve.TargetType == BasicFCurveTargetType.Material)
                {
                    EvalFCurve(fcurve, motion.Frame, value);
                    BasicMaterial material = Materials[fcurve.TargetIndex];

                    switch (fcurve.ChannelType)
                    {
                    // 追加
                    case BasicFCurveChannelType.Diffuse:
                        material.Diffuse.X = value[0];
                        material.Diffuse.Y = value[1];
                        material.Diffuse.Z = value[2];
                        material.Diffuse.W = value[3];
                        break;
                    }
                }
            }
        }
Пример #5
0
        void LoadMaterial(Chunk chunk, BasicMaterial material)
        {
            int nLayers = CountChild(chunk, ChunkType.Layer);

            material.Layers = new BasicLayer[nLayers];
            for (int i = 0; i < nLayers; i++)
            {
                material.Layers[i] = new BasicLayer();
            }
            int iLayer = 0;

            material.Name = chunk.Name;
            Chunk child;

            for (int pos = chunk.Child; pos < chunk.Next; pos = child.Next)
            {
                child = ReadChunk(pos);
                int args = child.Args;
                switch (child.Type)
                {
                case ChunkType.Layer:
                    LoadLayer(child, chunk, material.Layers[iLayer++]);
                    break;

                case ChunkType.Diffuse:
                    // 変更 Vector3 -> Vector4
                    material.Diffuse = ReadVector4(args + 0);
                    material.Opacity = ReadFloat(args + 12);
                    break;

                case ChunkType.Specular:
                    // 変更 Vector3 -> Vector4
                    material.Specular  = ReadVector4(args + 0);
                    material.Shininess = ReadFloat(args + 16);
                    break;

                case ChunkType.Ambient:
                    // 変更 Vector3 -> Vector4
                    material.Ambient = ReadVector4(args + 0);
                    material.Opacity = ReadFloat(args + 12);
                    break;

                case ChunkType.Emission:
                    // 変更 Vector3 -> Vector4
                    material.Emission = ReadVector4(args);
                    break;

                case ChunkType.BlindData:
                    ReadMaterialBlindData(material, child.Args, child.Args + child.ArgsSize);
                    break;
                }
            }
        }
Пример #6
0
        private void setPolygonMode(GraphicsContext graphics, BasicMaterial material)
        {
            graphics.SetBlendFunc((BlendFuncMode)material.BlendFuncMode,
                                  (BlendFuncFactor)material.SrcBlendFactor,
                                  (BlendFuncFactor)material.DstBlendFactor);
            graphics.SetPolygonOffset(material.PolyOffsetFactor / 1000.0f,
                                      material.PolyOffsetUnits / 1000.0f);

            // Depth Test
            graphics.Enable(EnableMode.DepthTest, material.DepthTest != 0);
            graphics.SetDepthFunc((DepthFuncMode)material.DepthMode, material.DepthWrite != 0);

            graphics.Enable(EnableMode.CullFace, (CullFaceMode)material.CullFaceMode != CullFaceMode.None);
            graphics.SetCullFace((CullFaceMode)material.CullFaceMode,
                                 (CullFaceDirection)material.CullFaceDirection);
        }
Пример #7
0
        /// Matrial + WorldCount + LightCount から利用するシェーダを検索する
        public BasicProgram findBasicProgram(ShaderContainer shaderContainer,
                                             BasicMaterial material,
                                             int worldCount,
                                             int lightCount)
        {
            BasicProgram program;

            if (material.BasicShader[worldCount, lightCount] == null)
            {
                if (material.ShaderName == "" || material.ShaderName == "basic")
                {
                    if (material.ShaderNameObj == null)
                    {
                        material.ShaderNameObj = new BasicShaderName(worldCount, this.lightCount, material);
                    }
                    else
                    {
                        material.ShaderNameObj.SetWorldAndLight(worldCount, this.lightCount);
                    }

                    program = shaderContainer.Find(material.ShaderNameObj);

                    material.BasicShader[worldCount, lightCount] = program;
                }
                else
                {
                    // 特殊
                    program = shaderContainer.Find(material.ShaderName);
                    material.BasicShader[worldCount, lightCount] = program;

                    // uniform
                    foreach (KeyValuePair <string, int> entry in material.BlindData)
                    {
                        int id = program.FindUniform(entry.Key);
                        if (id >= 0)
                        {
                            program.SetUniformValue(id, entry.Value / 1000.0f);
                        }
                    }
                }
            }
            else
            {
                program = material.BasicShader[worldCount, lightCount];
            }
            return(program);
        }
Пример #8
0
        public void SetMaterial(ref BasicMaterial material)
        {
            if (idIKAmbient >= 0)
            {
                this.SetUniformValue(idIKAmbient, ref material.Ambient);
            }
            if (idIDiffuse >= 0)
            {
                this.SetUniformValue(idIDiffuse, ref material.Diffuse);
            }
            if (idISpecular >= 0)
            {
                this.SetUniformValue(idISpecular, ref material.Specular);
            }
            if (idShininess >= 0)
            {
                this.SetUniformValue(idShininess, 80.8f);
            }

            if (idAlphaThreshold >= 0)
            {
                this.SetUniformValue(idAlphaThreshold, material.AlphaThreshold);
            }
        }
Пример #9
0
        ///
        void ReadMaterialBlindData(BasicMaterial material, int pos, int end)
        {
            int term = pos;

            while (term < end && fileImage[term] != 0)
            {
                term++;
            }
            string name = "";

            if (term != pos)
            {
                name = encoding.GetString(fileImage, pos, term - pos);
            }
            int val = ReadInt32(term + (4 - (term % 4)));

            //        material.BlindData[ name ] = val;
            if (name == "CullFaceMode")
            {
                material.CullFaceMode = val;
            }
            else if (name == "CullFaceDirection")
            {
                material.CullFaceDirection = val;
            }
            else if (name == "DrawOrder")
            {
                material.DrawOrder = val;
            }
            else if (name == "BlendFuncMode")
            {
                material.BlendFuncMode = val;
            }
            else if (name == "SrcBlendFactor")
            {
                material.SrcBlendFactor = val;
            }
            else if (name == "DstBlendFactor")
            {
                material.DstBlendFactor = val;
            }
            else if (name == "DepthWrite")
            {
                material.DepthWrite = val;
            }
            else if (name == "DepthMode")
            {
                material.DepthMode = val;
            }
            else if (name == "DepthTest")
            {
                material.DepthTest = val;
            }
            else if (name == "PolyOffsetFactor")
            {
                material.PolyOffsetFactor = val;
            }
            else if (name == "PolyOffsetUnits")
            {
                material.PolyOffsetUnits = val;
            }
            else if (name == "AlphaThreshold")
            {
                material.AlphaThreshold = val / 1000.0f;
            }
            else if (name == "LightEnable")
            {
                material.LightEnable = val;
            }
            else if (name == "VertexColorEnable")
            {
                material.VertexColorEnable = val;
            }
            else
            {
                // 意味のある BliendData
                if (val == 4803)
                {
                    material.ShaderName = name;
                }
                else
                {
                    // 意味のない BliendData
                    material.BlindData.Add(name, val);
                }
            }
        }
Пример #10
0
        private void setPolygonMode( GraphicsContext graphics, BasicMaterial material )
        {
            graphics.SetBlendFunc( (BlendFuncMode)material.BlendFuncMode,
                               (BlendFuncFactor)material.SrcBlendFactor,
                               (BlendFuncFactor)material.DstBlendFactor );
            graphics.SetPolygonOffset( material.PolyOffsetFactor / 1000.0f,
                                   material.PolyOffsetUnits / 1000.0f );

            // Depth Test
            graphics.Enable( EnableMode.DepthTest, material.DepthTest != 0 );
            graphics.SetDepthFunc( (DepthFuncMode)material.DepthMode, material.DepthWrite != 0 );

            graphics.Enable( EnableMode.CullFace, (CullFaceMode)material.CullFaceMode != CullFaceMode.None);
            graphics.SetCullFace( (CullFaceMode)material.CullFaceMode,
                              (CullFaceDirection)material.CullFaceDirection );
        }
Пример #11
0
        /// 
        void ReadMaterialBlindData( BasicMaterial material, int pos, int end )
        {
            int term = pos ;
            while ( term < end && fileImage[ term ] != 0 ){
            term ++ ;
            }
            string name = "";
            if( term != pos ){
            name = encoding.GetString( fileImage, pos, term - pos ) ;
            }
            int val = ReadInt32( term + (4 - (term % 4)) );

            //        material.BlindData[ name ] = val;
            if( name == "CullFaceMode" ){
            material.CullFaceMode = val;
            }else if( name == "CullFaceDirection" ){
            material.CullFaceDirection = val;
            }else if( name == "DrawOrder" ){
            material.DrawOrder = val;
            }else if( name == "BlendFuncMode" ){
            material.BlendFuncMode = val;
            }else if( name == "SrcBlendFactor" ){
            material.SrcBlendFactor = val;
            }else if( name == "DstBlendFactor" ){
            material.DstBlendFactor = val;
            }else if( name == "DepthWrite" ){
            material.DepthWrite = val;
            }else if( name == "DepthMode" ){
            material.DepthMode = val;
            }else if( name == "DepthTest" ){
            material.DepthTest = val;
            }else if( name == "PolyOffsetFactor" ){
            material.PolyOffsetFactor = val;
            }else if( name == "PolyOffsetUnits" ){
            material.PolyOffsetUnits = val;
            }else if( name == "AlphaThreshold" ){
            material.AlphaThreshold = val / 1000.0f;
            }else if( name == "LightEnable" ){
            material.LightEnable = val;
            }else if( name == "VertexColorEnable" ){
            material.VertexColorEnable = val;

            }else{
            // 意味のある BliendData
            if( val == 4803 ){
                material.ShaderName = name;
            }else{
                // 意味のない BliendData
                material.BlindData.Add( name, val );
            }
            }
        }
Пример #12
0
        /// Matrial + WorldCount + LightCount から利用するシェーダを検索する
        public BasicProgram findBasicProgram( ShaderContainer shaderContainer,
                                          BasicMaterial material,
                                          int worldCount,
                                          int lightCount )
        {
            BasicProgram program;

            if( material.BasicShader[ worldCount, lightCount] == null ){
            if( material.ShaderName == "" || material.ShaderName == "basic"){
                if( material.ShaderNameObj == null ){
                    material.ShaderNameObj = new BasicShaderName( worldCount, this.lightCount, material );
                }else{
                    material.ShaderNameObj.SetWorldAndLight( worldCount, this.lightCount );
                }

                program = shaderContainer.Find( material.ShaderNameObj );

                material.BasicShader[ worldCount, lightCount] = program;
            }else{
                // 特殊
                program = shaderContainer.Find( material.ShaderName );
                material.BasicShader[ worldCount, lightCount] = program;

                // uniform
                foreach( KeyValuePair< string, int > entry in material.BlindData ){
                    int id = program.FindUniform( entry.Key );
                    if( id >= 0 ){
                        program.SetUniformValue( id, entry.Value / 1000.0f );
                    }
                }
            }
            }else{
            program = material.BasicShader[ worldCount, lightCount ];
            }
            return program;
        }
Пример #13
0
        /// Material::Layer の設定を Shader に作用する
        void setLayers( 
                    GraphicsContext graphics,
                    BasicProgram program,
                    BasicMaterial material
                     )
        {
            if( material.Layers == null ){
            return ;
            }

            Texture texture = null ;

            int layerCount = (material.Layers.Length <= 3) ? material.Layers.Length : 3;

            program.SetTexCount( layerCount );

            int texID = 0;
            if( NormalizeCubeMap != null ){
            graphics.SetTexture( texID, NormalizeCubeMap );
            texID++;
            }

            for( int i = 0; i < layerCount; i++ ){
            BasicLayer layer = material.Layers[ i ];
            texture = Textures[ layer.Texture ].Texture ;

            if( texture != null ){
                // TexAnimation
                if( layer.TexAnimBoneIdx >= 0 ){
                    Vector3 st = new Vector3();

                    st.X = 1.0f - Bones[ layer.TexAnimBoneIdx ].Scaling.X;
                    st.Y = 1.0f - Bones[ layer.TexAnimBoneIdx ].Scaling.Y;
                    st.Z = 1.0f - Bones[ layer.TexAnimBoneIdx ].Scaling.Z;
                    texAnims[ i ] = Matrix4.Transformation( Bones[ layer.TexAnimBoneIdx ].Translation + st,
                                                            Bones[ layer.TexAnimBoneIdx ].Rotation,
                                                            Bones[ layer.TexAnimBoneIdx ].Scaling ) ;
                }else{
                    texAnims[ i ] = Matrix4.Identity;
                }
                texture.SetWrap( (TextureWrapMode)layer.TexWrapU,
                                 (TextureWrapMode)layer.TexWrapV );
                texture.SetFilter( (TextureFilterMode)layer.magFilter,
                                   (TextureFilterMode)layer.minFilter,
                                   (TextureFilterMode)layer.mipFilter );
                //                graphics.SetTexture( i + 1, texture );
                graphics.SetTexture( texID, texture );
                texID++;
            }
            program.SetTexMtx( texAnims );
            program.SetTexCoord( i, material.Layers[ i ].TexCoord );
            program.SetTangentID( material.Layers[ i ].TangentID );
            program.SetTexType( i, material.Layers[ i ].TexType );
            program.SetTexBlendFunc( i, material.Layers[ i ].TexBlendFunc );
            }
        }
Пример #14
0
        /// 指定 BasicProgram と、指定 BasicMaterial を必ず利用して描画する
        public void Draw( GraphicsContext graphics,
                      BasicProgram program,
                      BasicMaterial material,
                      Matrix4 viewProj )
        {
            List< LocalPart > localPartList = updateLocalPart();

            // パーツを DrawOrder 順にソート
            localPartList.Sort();

            setPolygonMode( graphics, material );

            graphics.SetShaderProgram( program );
            program.SetViewProj( viewProj );

            program.SetMaterial( ref material );
            setLayers( graphics, program, material );

            // パーツの描画
            foreach( LocalPart localPart in localPartList ){

            program.SetMatrixPalette( localPart.worldCount, ref localPart.matrixPalette );
            program.Update();

            graphics.SetVertexBuffer( 0, localPart.vertexBuffer ) ;
            graphics.DrawArrays( localPart.primitives ) ;
            }
        }
Пример #15
0
        public void SetMaterial( ref BasicMaterial material )
        {
            if( idIKAmbient >= 0 ){
            this.SetUniformValue( idIKAmbient, ref material.Ambient );
            }
            if( idIDiffuse >= 0 ){
            this.SetUniformValue( idIDiffuse, ref material.Diffuse );
            }
            if( idISpecular >= 0 ){
            this.SetUniformValue( idISpecular, ref material.Specular );
            }
            if( idShininess >= 0 ){
            this.SetUniformValue( idShininess, 80.8f );
            }

            if( idAlphaThreshold >= 0 ){
            this.SetUniformValue( idAlphaThreshold, material.AlphaThreshold );
            }
        }
Пример #16
0
        /// BasicMaterial に設定された ShaderName から、ShaderProgram を探して描画する
        public void Draw(
            GraphicsContext graphics,
            ShaderContainer shaderContainer,
            Matrix4 viewProj,
            Vector4 eye,
            float Brightness
            )
        {
            foreach (var bone in Bones)
            {
                int worldCount = 0;
//			sky00_nami;
//				bone.Name = "sky00_nami";
                int[] blendBones = bone.BlendBones;
                if (blendBones == null)
                {
                    worldCount      = 1;
                    matrixBuffer    = new Matrix4[1];
                    matrixBuffer[0] = bone.WorldMatrix;
                }
                else
                {
                    int blendCount = blendBones.Length;
                    if (blendCount > matrixBuffer.Length)
                    {
                        matrixBuffer = new Matrix4[blendCount];
                    }
                    for (int i = 0; i < blendCount; i++)
                    {
                        matrixBuffer[i] = Bones[blendBones[i]].WorldMatrix * bone.BlendOffsets[i];
                    }
                }
                int[] blendSubset = defaultBlendSubset;
                foreach (var index in bone.DrawParts)
                {
                    BasicPart part = Parts[index];
                    foreach (var mesh in part.Meshes)
                    {
                        if (blendBones != null && blendSubset != mesh.BlendSubset)
                        {
                            blendSubset = (mesh.BlendSubset != null) ? mesh.BlendSubset : defaultBlendSubset;
                            worldCount  = blendSubset.Length;
                            if (worldCount > blendBones.Length)
                            {
                                worldCount = blendBones.Length;
                            }
                        }

                        BasicMaterial material = Materials[mesh.Material];

                        if (material != null)
                        {
                            setPolygonMode(graphics, material);

                            BasicProgram program = findBasicProgram(shaderContainer, material, worldCount, this.lightCount);
                            graphics.SetShaderProgram(program);

                            program.SetViewProj(viewProj);

                            program.SetMaterial(ref material);
                            if (material.LightEnable != 0)
                            {
                                program.SetLightCount(lightCount);
                                program.SetLights(ref matrixBuffer[0], ref eye, ref lights);
                            }
                            else
                            {
                                program.SetLightCount(0);
                            }
                            program.SetRateLight(Brightness);

                            setLayers(graphics, program, material);

                            program.SetWorldCount(worldCount);
                            for (int i = 0; i < worldCount; i++)
                            {
                                program.SetMatrixPalette(i, ref matrixBuffer[blendSubset[i]]);
                            }

                            program.Update();
                        }

                        graphics.SetVertexBuffer(0, mesh.VertexBuffer);
                        graphics.DrawArrays(mesh.Primitives);
                    }
                }
            }
        }
Пример #17
0
        void LoadMaterial( Chunk chunk, BasicMaterial material )
        {
            int nLayers = CountChild( chunk, ChunkType.Layer ) ;
            material.Layers = new BasicLayer[ nLayers ] ;
            for ( int i = 0 ; i < nLayers ; i ++ ) material.Layers[ i ] = new BasicLayer() ;
            int iLayer = 0 ;

            material.Name = chunk.Name;
            Chunk child ;
            for ( int pos = chunk.Child ; pos < chunk.Next ; pos = child.Next ) {
            child = ReadChunk( pos ) ;
            int args = child.Args ;
            switch ( child.Type ) {
                case ChunkType.Layer :
                    LoadLayer( child, chunk, material.Layers[ iLayer ++ ] ) ;
                    break ;
                case ChunkType.Diffuse :
                  // 変更 Vector3 -> Vector4
                    material.Diffuse = ReadVector4( args + 0 ) ;
                    material.Opacity = ReadFloat( args + 12 ) ;
                    break ;
                case ChunkType.Specular :
                  // 変更 Vector3 -> Vector4
                    material.Specular = ReadVector4( args + 0 ) ;
                    material.Shininess = ReadFloat( args + 16 ) ;
                    break ;
                case ChunkType.Ambient :
                  // 変更 Vector3 -> Vector4
                    material.Ambient = ReadVector4( args + 0 ) ;
                    material.Opacity = ReadFloat( args + 12 ) ;
                    break ;
                case ChunkType.Emission :
                  // 変更 Vector3 -> Vector4
                    material.Emission = ReadVector4( args ) ;
                    break ;
              case ChunkType.BlindData :
                ReadMaterialBlindData( material, child.Args, child.Args + child.ArgsSize );
                break;
            }
            }
        }
Пример #18
0
        /// Material::Layer の設定を Shader に作用する
        void setLayers(
            GraphicsContext graphics,
            BasicProgram program,
            BasicMaterial material
            )
        {
            if (material.Layers == null)
            {
                return;
            }

            Texture texture = null;

            int layerCount = (material.Layers.Length <= 3) ? material.Layers.Length : 3;

            program.SetTexCount(layerCount);

            int texID = 0;

            if (NormalizeCubeMap != null)
            {
                graphics.SetTexture(texID, NormalizeCubeMap);
                texID++;
            }

//		bool flag = false;
            for (int i = 0; i < layerCount; i++)
            {
                BasicLayer layer = material.Layers[i];
//			Console.WriteLine(layer.Texture);
//			layer.Texture = 5;

                /*
                 * if(flag == false){
                 * layer.Texture = 0;
                 * flag = true;
                 * }
                 */
                texture = Textures[layer.Texture].Texture;
//            texture = Textures[ 1 ].Texture ;

                if (texture != null)
                {
                    // TexAnimation
                    if (layer.TexAnimBoneIdx >= 0)
                    {
                        Vector3 st = new Vector3();


                        st.X        = 1.0f - Bones[layer.TexAnimBoneIdx].Scaling.X;
                        st.Y        = 1.0f - Bones[layer.TexAnimBoneIdx].Scaling.Y;
                        st.Z        = 1.0f - Bones[layer.TexAnimBoneIdx].Scaling.Z;
                        texAnims[i] = Matrix4.Transformation(Bones[layer.TexAnimBoneIdx].Translation + st,
                                                             Bones[layer.TexAnimBoneIdx].Rotation,
                                                             Bones[layer.TexAnimBoneIdx].Scaling);
                    }
                    else
                    {
                        texAnims[i] = Matrix4.Identity;
                    }
                    texture.SetWrap((TextureWrapMode)layer.TexWrapU,
                                    (TextureWrapMode)layer.TexWrapV);
                    texture.SetFilter((TextureFilterMode)layer.magFilter,
                                      (TextureFilterMode)layer.minFilter,
                                      (TextureFilterMode)layer.mipFilter);
                    //                graphics.SetTexture( i + 1, texture );
                    graphics.SetTexture(texID, texture);
                    texID++;
                }
                program.SetTexMtx(texAnims);
                program.SetTexCoord(i, material.Layers[i].TexCoord);
                program.SetTangentID(material.Layers[i].TangentID);
                program.SetTexType(i, material.Layers[i].TexType);
                program.SetTexBlendFunc(i, material.Layers[i].TexBlendFunc);
            }
        }