+
+ if( mInputTexture )
+ {
+ SetRendererTexture( mRenderers[0], mInputTexture );
+ unsigned int i = 1;
+ for(; i<mBlurLevels; i++)
+ {
+ SetRendererTexture( mRenderers[i], mBlurredImage[i-1] );
+ }
+ SetRendererTexture( mRenderers[i], mBlurredImage[i-1] );
+ }
+}
+
+void SuperBlurView::OnSceneDisconnection()
+{
+ for(unsigned int i=0; i<mBlurLevels+1;i++)
+ {
+ Self().RemoveRenderer( mRenderers[i] );
+ mRenderers[i].Reset();
+ }
+
+ Control::OnSceneDisconnection();