- mCore->PreRender( mRenderStatus, false /*do not force clear*/, false /*do not skip rendering*/ );
- mCore->RenderScene( mRenderStatus, mScene, true /*render the off-screen buffers*/);
- mCore->RenderScene( mRenderStatus, mScene, false /*render the surface*/);
- mCore->PostRender( false /*do not skip rendering*/ );
+ mFrame++;
+
+ return mStatus.KeepUpdating() || mRenderStatus.NeedsUpdate();
+}
+
+bool TestApplication::PreRenderWithPartialUpdate(uint32_t intervalMilliseconds, const char* location, std::vector<Rect<int>>& damagedRects)
+{
+ DoUpdate(intervalMilliseconds, location);
+
+ mCore->PreRender(mRenderStatus, false /*do not force clear*/, false /*do not skip rendering*/);
+ mCore->PreRender(mScene, damagedRects);
+
+ return mStatus.KeepUpdating() || mRenderStatus.NeedsUpdate();
+}
+
+bool TestApplication::RenderWithPartialUpdate(std::vector<Rect<int>>& damagedRects, Rect<int>& clippingRect)
+{
+ mCore->RenderScene(mRenderStatus, mScene, true /*render the off-screen buffers*/, clippingRect);
+ mCore->RenderScene(mRenderStatus, mScene, false /*render the surface*/, clippingRect);
+ mCore->PostRender(false /*do not skip rendering*/);