ResourcePolicy::DataRetention dataRetentionPolicy,
Integration::RenderToFrameBuffer renderToFboEnabled,
Integration::DepthBufferAvailable depthBufferAvailable,
- Integration::StencilBufferAvailable stencilBufferAvailable )
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ Integration::PartialUpdateAvailable partialUpdateAvailable )
: mRenderController( renderController ),
mPlatform(platform),
mProcessingEvent(false),
mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
- mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, glContextHelperAbstraction, depthBufferAvailable, stencilBufferAvailable );
+ mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, glContextHelperAbstraction, depthBufferAvailable, stencilBufferAvailable, partialUpdateAvailable );
RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
renderController,
*mRenderManager,
renderQueue,
- *mRenderTaskProcessor );
+ *mRenderTaskProcessor,
+ partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE );
mRenderManager->SetShaderSaver( *mUpdateManager );