/// <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(string name)
 {
     this.name = name;
     deformFunc = ShaderDeformFunc.None;
     deformParams = new float[5];
     cullMode = ManualCullingMode.Back;
     pass = new ShaderPassCollection();
 }
示例#3
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		/// <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>();
		}