if( GetIsOnStage() )
{
DoSetOffStage( actor );
- actor.RemoveRenderer( mImpl->mRenderer );
- mImpl->mRenderer.Reset();
mImpl->mFlags &= ~Impl::IS_ON_STAGE;
}
void ControlRenderer::DoSetOffStage( Actor& actor )
{
+ actor.RemoveRenderer( mImpl->mRenderer );
+ mImpl->mRenderer.Reset();
}
void ControlRenderer::CreatePropertyMap( Property::Map& map ) const
{
+ DoCreatePropertyMap( map );
+
if( mImpl->mCustomShader )
{
mImpl->mCustomShader->CreatePropertyMap( map );
}
- DoCreatePropertyMap( map );
}
bool ControlRenderer::GetIsOnStage() const