private void AssignMaterialVariableProperties(IRenderTechnique technique) { materialVariables.OnInvalidateRenderer -= MaterialVariables_OnInvalidateRenderer; materialVariables.RenderShadowMap = this.RenderShadowMap; materialVariables.RenderEnvironmentMap = this.RenderEnvironmentMap; materialVariables.OnInvalidateRenderer += MaterialVariables_OnInvalidateRenderer; materialVariables.Attach(technique); }
private void AssignMaterialVariableProperties(IRenderTechnique technique) { materialVariables.OnInvalidateRenderer -= MaterialVariables_OnInvalidateRenderer; materialVariables.RenderShadowMap = this.RenderShadowMap; materialVariables.RenderDiffuseMap = this.RenderDiffuseMap; materialVariables.RenderNormalMap = this.RenderNormalMap; materialVariables.RenderDisplacementMap = this.RenderDisplacementMap; materialVariables.RenderDiffuseAlphaMap = this.RenderDiffuseAlphaMap; materialVariables.RenderEnvironmentMap = this.RenderEnvironmentMap; materialVariables.OnInvalidateRenderer += MaterialVariables_OnInvalidateRenderer; materialVariables.DefaultShaderPassName = DefaultShaderPassName; materialVariables.Attach(technique); }