-void RenderManager::UploadTexture( Render::NewTexture* texture, Vector<unsigned char>& buffer, const TextureUploadParams& params )
+void RenderManager::UploadTexture( Render::NewTexture* texture, PixelDataPtr pixelData, const NewTexture::UploadParams& params )
// Core::Render documents that GL context must be current before calling Render
DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
// Core::Render documents that GL context must be current before calling Render
DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
DoRender( instruction, *mImpl->defaultShader );
RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
DoRender( instruction, *mImpl->defaultShader );
}
GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
}
GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);