/// <summary> /// Constructor. /// </summary> public Renderer(Entity entity, Surface surface) : base(entity) { m_surface = surface; m_surface.AddSetting(m_cullMode); m_surface.AddSetting(m_polygonMode); m_surface.AddSetting(m_depthMask); m_surface.AddSetting(m_blend); m_surface.AddSetting(m_modelMatrix); m_surface.AddSetting(m_color); ShaderProgram = ShaderManager.SHADER_UNLIT; }