// Reload all shaders from disk
HRESULT U2Dx9ShaderMgr::ReloadAllShaders( bool bVerbose )
{
	HRESULT hr = S_OK;	
	size_t i;
	for( i=0; i < m_shaders.size(); i++ )
	{
		ReloadShader( i, bVerbose );
	}
	return( hr );
}
Beispiel #2
0
bool Prism::Effect::Init(const std::string& aEffectFile)
{
	//if (myEffect != nullptr)
	//{
	//	myEffect->Release();
	//	myEffect = nullptr;
	//}

	if (ReloadShader(aEffectFile) == false)
	{
		return false;
	}

	for (int i = 0; i < myEffectListeners.Size(); ++i)
	{
		myEffectListeners[i]->OnEffectLoad();
	}

	return true;

}