*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// INTERNAL INCLUDES
#include <dali/internal/common/buffer-index.h>
#include <dali/internal/update/manager/sorted-layers.h>
// INTERNAL INCLUDES
#include <dali/internal/common/buffer-index.h>
#include <dali/internal/update/manager/sorted-layers.h>
* Whilst iterating through each layer, update the RenderItems ModelView matrices
*
* The opaque and transparent render lists are sorted first by depth
* Whilst iterating through each layer, update the RenderItems ModelView matrices
*
* The opaque and transparent render lists are sorted first by depth
- * index, then by Z (for transparent only), then by shader, texture
+ * index, then by Z (for transparent only), then by shader
* and geometry. The render algorithm should then work through both
* lists simultaneously, working through opaque then transparent
* items at each depth index, resetting the flags appropriately.
*
* @param[in] updateBufferIndex The current update buffer index.
* @param[in] sortedLayers The layers containing lists of opaque/transparent renderables.
* and geometry. The render algorithm should then work through both
* lists simultaneously, working through opaque then transparent
* items at each depth index, resetting the flags appropriately.
*
* @param[in] updateBufferIndex The current update buffer index.
* @param[in] sortedLayers The layers containing lists of opaque/transparent renderables.
* @param[in] renderTask The rendering task information.
* @param[in] cull Whether frustum culling is enabled or not
* @param[in] hasClippingNodes Whether any clipping nodes exist within this layer, to optimize sorting if not
* @param[in] renderTask The rendering task information.
* @param[in] cull Whether frustum culling is enabled or not
* @param[in] hasClippingNodes Whether any clipping nodes exist within this layer, to optimize sorting if not
*/
void Prepare( BufferIndex updateBufferIndex,
SortedLayerPointers& sortedLayers,
*/
void Prepare( BufferIndex updateBufferIndex,
SortedLayerPointers& sortedLayers,