+ bool skipRender(false);
+ bool isOpaque = true;
+ if(!hasRenderCallback)
+ {
+ Renderer::OpacityType opacityType = renderable.mRenderer ? renderable.mRenderer->GetOpacityType(updateBufferIndex, *node) : Renderer::OPAQUE;
+
+ // We can skip render when node is not clipping and transparent
+ skipRender = (opacityType == Renderer::TRANSPARENT && node->GetClippingMode() == ClippingMode::DISABLED);
+
+ isOpaque = (opacityType == Renderer::OPAQUE);
+ }