public void SetShiny(ISceneChildEntity part, int face, int shiny, Bumpiness bump)
{
Shininess sval = new Shininess();
switch (shiny)
{
case 0:
sval = Shininess.None;
break;
case 1:
sval = Shininess.Low;
break;
case 2:
sval = Shininess.Medium;
break;
case 3:
sval = Shininess.High;
break;
default:
sval = Shininess.None;
break;
}
Primitive.TextureEntry tex = part.Shape.Textures;
if (face >= 0 && face < GetNumberOfSides(part))
{
tex.CreateFace((uint)face);
tex.FaceTextures[face].Shiny = sval;
tex.FaceTextures[face].Bump = bump;
part.UpdateTexture(tex, false);
return;
}
if (face == ScriptBaseClass.ALL_SIDES)
{
for (uint i = 0; i < GetNumberOfSides(part); i++)
{
if (tex.FaceTextures[i] != null)
{
tex.FaceTextures[i].Shiny = sval;
tex.FaceTextures[i].Bump = bump;
}
tex.DefaultTexture.Shiny = sval;
tex.DefaultTexture.Bump = bump;
}
part.UpdateTexture(tex, false);
}
}