void Technique::ReleaseShaders() { for (auto i = passes_.begin(); i != passes_.end(); ++i) { Pass* pass = i->get(); if (pass) pass->ReleaseShaders(); } }
void Technique::ReleaseShaders() { for (Vector<SharedPtr<Pass> >::ConstIterator i = passes_.Begin(); i != passes_.End(); ++i) { Pass* pass = i->Get(); if (pass) pass->ReleaseShaders(); } }