void PlainRenderModifier::PrepareTexture(int UNUSED(pass), CTexturePtr& texture) { texture->Bind(0); }
void SlowPlayerColorRender::PrepareTexture(int pass, CTexturePtr& texture) { if (pass == 1) texture->Bind(1); texture->Bind(0); }
void TransparentDepthShadowModifier::PrepareTexture(int UNUSED(pass), CTexturePtr& texture) { texture->Bind(0); }
void FastPlayerColorRender::PrepareTexture(int UNUSED(pass), CTexturePtr& texture) { texture->Bind(2); texture->Bind(1); texture->Bind(0); }
void TransparentBlendRenderModifier::PrepareTexture(int UNUSED(pass), CTexturePtr& texture) { texture->Bind(0); }