+ DepthWriteMode::Type depthWriteMode = item.mRenderer->GetDepthWriteMode();
+ context.DepthMask( ( depthWriteMode == DepthWriteMode::AUTO && item.mIsOpaque ) ||
+ ( depthWriteMode == DepthWriteMode::ON ) );
+
+ item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
+ item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
+ }
+ }
+ else
+ {
+ for ( size_t index = 0; index < count; ++index )
+ {
+ const RenderItem& item = renderList.GetItem( index );
+ DALI_PRINT_RENDER_ITEM( item );
+ item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
+ item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
+ }
+ }
+ }
+ else
+ {
+ size_t count = renderList.Count();
+ for ( size_t index = 0; index < count; ++index )
+ {
+ const RenderItem& item = renderList.GetItem( index );
+ DALI_PRINT_RENDER_ITEM( item );
+
+ item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
+ item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
+ }