private bool NeedsTextureMatrix( TextureUnitState textureUnitState )
{
for ( int i = 0; i < textureUnitState.NumEffects; i++ )
{
TextureEffect effi = textureUnitState.GetEffect( i );
switch ( effi.type )
{
case TextureEffectType.EnvironmentMap:
case TextureEffectType.ProjectiveTexture:
case TextureEffectType.Rotate:
case TextureEffectType.Transform:
case TextureEffectType.UScroll:
case TextureEffectType.UVScroll:
case TextureEffectType.VScroll:
return true;
}
}
//TODO
var matTexture = new Matrix4(); //textureUnitState.getTextureTransform();
//Resolve texture matrix parameter
if ( matTexture != Matrix4.Identity )
{
return true;
}
return false;
}