Cleanup when deactivating light manager instead of reinitializing

This commit is contained in:
LukasPJ 2017-01-15 23:23:55 +01:00
parent c702ba0f12
commit f50d46dffc

View file

@ -589,6 +589,8 @@ bool RenderParticleMgr::_initShader()
void RenderParticleMgr::_onLMActivate( const char*, bool activate ) void RenderParticleMgr::_onLMActivate( const char*, bool activate )
{ {
if ( activate )
{
RenderPassManager *rpm = getRenderPass(); RenderPassManager *rpm = getRenderPass();
if ( !rpm ) if ( !rpm )
return; return;
@ -621,11 +623,17 @@ void RenderParticleMgr::_onLMActivate( const char*, bool activate )
mEdgeTarget = NamedTexTarget::find( "edge" ); mEdgeTarget = NamedTexTarget::find( "edge" );
// Setup the shader // Setup the shader
if ( activate )
_initShader(); _initShader();
if ( mScreenQuadVertBuff.isNull() ) if ( mScreenQuadVertBuff.isNull() )
_initGFXResources(); _initGFXResources();
}
else
{
mStencilClearSB = NULL;
mScreenQuadPrimBuff = NULL;
mScreenQuadVertBuff = NULL;
}
} }
GFXStateBlockRef RenderParticleMgr::_getOffscreenStateBlock(ParticleRenderInst *ri) GFXStateBlockRef RenderParticleMgr::_getOffscreenStateBlock(ParticleRenderInst *ri)