* and the second pass to render the surface.
* Multi-threading note: this method should be called from a dedicated rendering thread.
* @pre The GL context must have been created, and made current.
+ * @param[out] status Contains the rendering flags.
* @param[in] scene The scene to be rendered.
* @param[in] renderToFbo True to render off-screen frame buffers only if any, and False to render the surface only.
*/
- void RenderScene( Integration::Scene& scene, bool renderToFbo );
+ void RenderScene( RenderStatus& status, Integration::Scene& scene, bool renderToFbo );
/**