-void Node::PrepareRender( BufferIndex bufferIndex )
-{
- if(mRegenerateUniformMap != 0 )
- {
- if( mRegenerateUniformMap == 2 )
- {
- CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
- localMap.Resize(0);
-
- for( unsigned int i=0, count=mUniformMaps.Count(); i<count; ++i )
- {
- localMap.PushBack( &mUniformMaps[i] );
- }
- }
- else if( mRegenerateUniformMap == 1 )
- {
- CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
- CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-bufferIndex ];
-
- localMap.Resize( oldMap.Count() );
-
- unsigned int index=0;
- for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
- {
- localMap[index] = *iter;
- }
- }
- --mRegenerateUniformMap;
- mUniformMapChanged[bufferIndex] = 1u;
- }
-}
-
-void Node::ConnectChild( Node* childNode )
-{
- DALI_ASSERT_ALWAYS( this != childNode );
- DALI_ASSERT_ALWAYS( IsRoot() || NULL != mParent ); // Parent should be connected first
- DALI_ASSERT_ALWAYS( !childNode->IsRoot() && NULL == childNode->GetParent() ); // Child should be disconnected
-
- childNode->SetParent( *this );