int JRenderServer::GetShaderID( const char* name, bool bReload ) { for (int i = 0; i < (int)m_Shaders.size(); i++) { if (m_Shaders[i] && !stricmp( m_Shaders[i]->GetName(), name )) return i; } Shader* pShader = obj_cast<Shader>( g_pPersistServer->LoadObject( name, NULL ) ); if (!pShader) return -1; pShader->SetName( name ); pShader->InitTree(); m_Shaders.push_back( pShader ); return m_Shaders.size() - 1; } // JRenderServer::GetShaderID