protected void GetAnimData(Texture mainTex, DrawTechnique tech, bool smoothShaderInput, out Rect uvRect, out Rect uvRectNext) { this.UpdateVisibleFrames(); if (mainTex != null) { mainTex.LookupAtlas(this.curAnimFrame, out uvRect); if (smoothShaderInput) mainTex.LookupAtlas(this.nextAnimFrame, out uvRectNext); else uvRectNext = uvRect; } else if (mainTex != null) uvRect = uvRectNext = new Rect(mainTex.UVRatio.X, mainTex.UVRatio.Y); else uvRect = uvRectNext = new Rect(1.0f, 1.0f); }