/*! \param name name of effect */ void setActive(const string &name) { if(name.empty()) { active = name; return; } ProceduralEffectList::iterator it = effects.find(name); if(it == effects.end()) return; fallback = it->second.fallback; active = name; }
void reset() { fallback.reset(); effects.clear(); if(target) target.Release(); if(offsetTarget) offsetTarget.Release(); vbuffer.reset(); ibuffer.reset(); vshader.reset(); pshader.reset(); }
//! Reset void reset() { fallback.reset(); effects.clear(); if(target) { target.reset(); } if(offsetTarget) { offsetTarget.reset(); } vbuffer.reset(); ibuffer.reset(); vshader.reset(); pshader.reset(); }