- ShaderEffect e = GetShaderEffect(*s, constant);
- actor.SetShaderEffect(e);
+ OptionalString str = constant.IsString( keyChild.second );
+ if( str )
+ {
+ ShaderEffect effect = GetShaderEffect( *str, constant );
+ actor.SetShaderEffect(effect);
+ }
{
// add children of all the styles
if( OptionalChild actors = IsChild( node, KEYNAME_ACTORS ) )
{
// add children of all the styles
if( OptionalChild actors = IsChild( node, KEYNAME_ACTORS ) )
if( SetPropertyFromNode( *image, Property::MAP, propertyMap, constant ) )
{
propertyMap.SetValue(KEYNAME_TYPE, Property::Value(std::string("FrameBufferImage")));
if( SetPropertyFromNode( *image, Property::MAP, propertyMap, constant ) )
{
propertyMap.SetValue(KEYNAME_TYPE, Property::Value(std::string("FrameBufferImage")));