+ Geometry geometry = mFactoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
+ if( !geometry )
+ {
+ geometry = RendererFactoryCache::CreateQuadGeometry();
+ mFactoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, geometry );
+ }
+
+ Gradient::GradientUnits gradientUnits = mGradient->GetGradientUnits();
+ RendererFactoryCache::ShaderType shaderType = GetShaderType( mGradientType, gradientUnits );
+ Shader shader = mFactoryCache.GetShader( shaderType );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER[gradientUnits], FRAGMENT_SHADER[ mGradientType ] );
+ mFactoryCache.SaveShader( shaderType, shader );
+ }
+
+ Material material;
+ material = Material::New( shader );
+ mImpl->mRenderer = Renderer::New( geometry, material );