};
std::string mCachedRendererKey; ///< The key to use for caching of the renderer. If it is empty then no caching will occur
- RendererFactoryCache::CachedRendererPtr mCachedRenderer; ///< The current cached renderer from the Factory Cache. mCachedRenderer == null whilst this control render is offstage
Renderer mRenderer;
CustomShader* mCustomShader;