DoUpdate(intervalMilliseconds, location);
mCore->PreRender(mRenderStatus, false /*do not force clear*/, false /*do not skip rendering*/);
- mCore->PreRender(mScene, damagedRects);
+ mCore->PreRender(mRenderStatus, mScene, damagedRects);
return mStatus.KeepUpdating() || mRenderStatus.NeedsUpdate();
}