+
+ if( mActorForResult )
+ {
+ mActorForResult.SetSize( targetSize );
+ }
+ if( mActorForChildren )
+ {
+ mActorForChildren.SetSize( targetSize );
+ }
+ if( mActorPostFilter )
+ {
+ mActorPostFilter.SetSize( targetSize );
+ }
+
+ // Children render camera must move when EffectsView object is resized.
+ // This is since we cannot change render target size - so we need to remap the child actors' rendering
+ // accordingly so they still exactly fill the render target.
+ // Note that this means the effective resolution of the child render changes as the EffectsView object
+ // changes size, this is the trade off for not being able to modify render target size
+ // Change camera z position based on EffectsView actor height
+ if( mCameraForChildren )
+ {
+ const float cameraPosScale( 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f) );
+ mCameraForChildren.SetZ( targetSize.height * cameraPosScale );
+ }
+
+ const size_t numFilters( mFilters.size() );
+ for( size_t i = 0; i < numFilters; ++i )
+ {
+ mFilters[i]->SetSize( mTargetSize );
+ }
+