mFactoryCache.SaveShader( RendererFactoryCache::COLOR_SHADER, shader );
}
- Material material = Material::New( shader );
- mImpl->mRenderer = Renderer::New( geometry, material );
+ mImpl->mRenderer = Renderer::New( geometry, shader );
mBlendColorIndex = mImpl->mRenderer.RegisterProperty( COLOR_NAME, mBlendColor );
if( mBlendColor.a < 1.f )