-void Node::SetPartialUpdateAvailable( bool value )
-{
- mPartialUpdateAvailable = value;
-}
-
-bool Node::IsPartialUpdateAvailable() const
-{
- return mPartialUpdateAvailable;
-}
-
-void Node::SetPropertyDirty( bool value )
-{
- if( mPartialUpdateAvailable )
- {
- mPropertyDirty = value;
-
- const NodeIter endIter = mChildren.End();
- for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
- {
- Node* current = *iter;
- current->SetPropertyDirty( value );
- }
- }
-}
-
-bool Node::IsPropertyDirty() const
-{
- if( mPartialUpdateAvailable )
- {
- if( !mPropertyDirty )
- {
- for( auto&& existingRenderer : mRenderer )
- {
- if( existingRenderer->IsDirty() )
- {
- return true;
- }
- }
- }
- }
- return mPropertyDirty;
-}