// If device we lost, restores the objects (calls ReCreateObject on all the Render Objects)... bool CD3D_Device::RestoreDevObjects() { // Notify all RenderObjects that they need to re-create themselves... CRenderObject* pRenderObject = m_pRenderObjectList_Head; while (pRenderObject) { pRenderObject->ReCreateObject(); pRenderObject = pRenderObject->GetNext(); } return true; }
// If device we lost, restores the objects (calls ReCreateObject on all the Render Objects)... bool CD3D_Device::RestoreDevObjects() { LTVertexShaderMgr::GetSingleton().RecreateVertexShaders(); LTPixelShaderMgr::GetSingleton().RecreatePixelShaders(); LTEffectShaderMgr::GetSingleton().RecreateEffectShaders(); CRenderTargetMgr::GetSingleton().RecreateRenderTargets(); // Notify all RenderObjects that they need to re-create themselves... CRenderObject* pRenderObject = m_pRenderObjectList_Head; while (pRenderObject) { pRenderObject->ReCreateObject(); pRenderObject = pRenderObject->GetNext(); } return true; }