//[-------------------------------------------------------] //[ Private virtual PLRenderer::RendererApplication functions ] //[-------------------------------------------------------] void Application50::OnCreatePainter() { // Get the renderer context instance RendererContext *pRendererContext = GetRendererContext(); if (pRendererContext) { // Set the surface painter to use depending on whether or not there's a default shader language within the used renderer const bool bShaders = (pRendererContext->GetRenderer().GetDefaultShaderLanguage().GetLength() != 0); // Create and set the surface painter SetPainter(pRendererContext->GetRenderer().CreateSurfacePainter(bShaders ? "SPTriangleShaders" : "SPTriangleFixedFunctions")); } }
//[-------------------------------------------------------] //[ Private virtual PLRenderer::RendererApplication functions ] //[-------------------------------------------------------] void Application55::OnCreatePainter() { // Get the renderer context instance RendererContext *pRendererContext = GetRendererContext(); if (pRendererContext) { // Set the surface painter to use depending on whether or not there's a default shader language within the used renderer const bool bShaders = (pRendererContext->GetRenderer().GetDefaultShaderLanguage().GetLength() != 0); // Create and set the surface painter - no fixed functions possible in here SetPainter(pRendererContext->GetRenderer().CreateSurfacePainter(bShaders ? "SPTessellationShaders" : "")); } }