}
mCurrentRenderer = Renderer::New( geometry, shader );
mCurrentRenderer.SetTextures( textureSet );
mCurrentRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, depth );
Self().AddRenderer( mCurrentRenderer );
}
mCurrentRenderer = Renderer::New( geometry, shader );
mCurrentRenderer.SetTextures( textureSet );
mCurrentRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, depth );
Self().AddRenderer( mCurrentRenderer );