{
}
-void Core::Update(float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo)
+void Core::Update(float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo, bool uploadOnly)
{
// set the time delta so adaptor can easily print FPS with a release build with 0 as
// it is cached by frametime
lastVSyncTimeMilliseconds,
nextVSyncTimeMilliseconds,
renderToFboEnabled,
- isRenderingToFbo);
+ isRenderingToFbo,
+ uploadOnly);
// Check the Notification Manager message queue to set needsNotification
status.needsNotification = mNotificationManager->MessagesToProcess();
// Any message to update will wake it up anyways
}
-void Core::PreRender(RenderStatus& status, bool forceClear, bool uploadOnly)
+void Core::PreRender(RenderStatus& status, bool forceClear)
{
- mRenderManager->PreRender(status, forceClear, uploadOnly);
+ mRenderManager->PreRender(status, forceClear);
}
void Core::PreRender(RenderStatus& status, Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
mRenderManager->RenderScene(status, scene, renderToFbo, clippingRect);
}
-void Core::PostRender(bool uploadOnly)
+void Core::PostRender()
{
- mRenderManager->PostRender(uploadOnly);
+ mRenderManager->PostRender();
}
void Core::SceneCreated()