Rect<> Actor::CalculateCurrentScreenExtents() const
{
+ BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
if(mLayer3DParentsCount == 0)
{
// We can assume that this actor is under 2d layer. Use faster, but imprecise algorithm
- BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
return CalculateCurrentActorScreenExtents(*this, bufferIndex);
}
else
{
- BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
return CalculateCurrentActorScreenExtentsRenderTaskList(*this, bufferIndex);
}
}