// 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 ); }
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; }