void CShaderAPIOES2::InitRenderState(void) { ShaderShadow()->SetDefaultState(); m_TransitionTable.TakeDefaultStateSnapshot(); if (!IsDeactivated()) ResetRenderState(false); }
void D3D9Renderer::PostReset() { XTRACE_FUNCTION; CreateDefaultRenderTarget(); FOR_EACH_LIST(TargetIter, m_RenderTargets, IRenderTarget*) { (*TargetIter)->Reset(); } FOR_EACH_SET(VertexBufferIter, m_DynamicVertexBuffers, IVertexBuffer*) { (*VertexBufferIter)->DeviceReset(); } ResetRenderState(); }