//-----------------------------------------------------------------------
	LightRenderer::~LightRenderer(void)
	{
		if (!mParentTechnique)
			return;
		
		_destroyAll();
	}
	//-----------------------------------------------------------------------
	EntityRenderer::~EntityRenderer(void)
	{
		if (!mParentTechnique)
			return;
		
		_destroyAll();
	}
	//-----------------------------------------------------------------------
	RibbonTrailRenderer::~RibbonTrailRenderer(void)
	{
		if (!mParentTechnique)
			return;
		
		_destroyAll();
	}
Exemplo n.º 4
0
 void reset() {
     _destroyAll ();
 }
	//-----------------------------------------------------------------------
	void EntityRenderer::_unprepare(ParticleTechnique* technique)
	{
		mRendererInitialised = false; // Retriggers the _prepare function
		_destroyAll(); // Delete all nodes, they will be rebuild
	}
	//-----------------------------------------------------------------------
	void EntityRenderer::setMeshName(const String& meshName)
	{
		mMeshName = meshName;
		mRendererInitialised = false; // Retriggers the _prepare function
		_destroyAll(); // Delete all nodes en entities, they will be rebuild
	}
	//-----------------------------------------------------------------------
	void EntityRenderer::_notifyParticleQuota(size_t quota)
	{
		mRendererInitialised = false; // Retriggers the _prepare function
		_destroyAll(); // Delete all nodes en entities, they will be rebuild
	}
	//-----------------------------------------------------------------------
	void RibbonTrailRenderer::_unprepare(ParticleTechnique* technique)
	{
		// Todo: The childnodes still exist, but because the parent node can also have other childnodes, they need to be deleted with caution
		mRendererInitialised = false; // Retriggers the _prepare function
		_destroyAll(); // Delete all nodes, they will be rebuild
	}
	//-----------------------------------------------------------------------
	void BeamRenderer::_notifyParticleQuota(size_t quota)
	{
		mRendererInitialised = false; // Retriggers the _prepare function
		_destroyAll();
	}
	//-----------------------------------------------------------------------
	void BeamRenderer::_unprepare(ParticleTechnique* technique)
	{
		mRendererInitialised = false; // Retriggers the _prepare function
		_destroyAll();
	}