//----------------------------------------------------------------------- LightRenderer::~LightRenderer(void) { if (!mParentTechnique) return; _destroyAll(); }
//----------------------------------------------------------------------- EntityRenderer::~EntityRenderer(void) { if (!mParentTechnique) return; _destroyAll(); }
//----------------------------------------------------------------------- RibbonTrailRenderer::~RibbonTrailRenderer(void) { if (!mParentTechnique) return; _destroyAll(); }
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(); }