Integration::DepthBufferAvailable depthBufferAvailable,
Integration::StencilBufferAvailable stencilBufferAvailable,
Vector<GLuint>& boundTextures,
- int orientation )
+ const RenderInstruction& instruction,
+ int orientation,
+ Dali::ClippingBox& scissorBox )
{
DALI_PRINT_RENDER_LIST( renderList );
mScissorStack.push_back( layerScissorBox );
mHasLayerScissor = true;
}
+ else if ( !scissorBox.IsEmpty() )
+ {
+ context.SetScissorTest( true );
+ context.Scissor( scissorBox.x, scissorBox.y, scissorBox.width, scissorBox.height );
+ mScissorStack.push_back( scissorBox );
+ }
else
{
// We are not performing a layer clip. Add the viewport as the root scissor rectangle.
// Render the item.
item.mRenderer->Render( context, bufferIndex, *item.mNode, item.mModelMatrix, item.mModelViewMatrix,
- viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque, boundTextures );
+ viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque, boundTextures, instruction ); // Added instruction for reflection effect
}
}
}
Integration::DepthBufferAvailable depthBufferAvailable,
Integration::StencilBufferAvailable stencilBufferAvailable,
Vector<GLuint>& boundTextures,
- int orientation )
+ int orientation,
+ Dali::ClippingBox& scissorBox )
{
DALI_PRINT_RENDER_INSTRUCTION( instruction, bufferIndex );
depthBufferAvailable,
stencilBufferAvailable,
boundTextures,
- orientation );
+ instruction, //added for reflection effect
+ orientation,
+ scissorBox );
}
}
}