mDamagedRects.clear();
// Collect damage rects
- mCore.PreRender(windowRenderStatus, scene, mDamagedRects);
+ mCore.PreRender(scene, mDamagedRects);
// Render off-screen frame buffers first if any
mCore.RenderScene(windowRenderStatus, scene, true);
Rect<int> clippingRect; // Empty for fbo rendering
// Switch to the context of the surface, merge damaged areas for previous frames
- if(windowRenderStatus.NeedsUpdate())
- {
- windowSurface->PreRender(sceneSurfaceResized, mDamagedRects, clippingRect); // Switch GL context
- }
+ windowSurface->PreRender(sceneSurfaceResized, mDamagedRects, clippingRect); // Switch GL context
// Render the surface
mCore.RenderScene(windowRenderStatus, scene, false, clippingRect);