* @param[in] depthBufferAvailable Whether the depth buffer is available
* @param[in] stencilBufferAvailable Whether the stencil buffer is available
* @param[in] boundTextures The textures bound for rendering
- * @param[in] scissorBox The damaged rect for partial update
*/
void ProcessRenderInstruction( const SceneGraph::RenderInstruction& instruction,
Context& context,
Integration::DepthBufferAvailable depthBufferAvailable,
Integration::StencilBufferAvailable stencilBufferAvailable,
Vector<GLuint>& boundTextures,
- int orientation,
- Dali::ClippingBox& scissorBox );
+ int orientation);
private:
* @param[in] depthBufferAvailable Whether the depth buffer is available
* @param[in] stencilBufferAvailable Whether the stencil buffer is available
* @param[in] boundTextures The textures bound for rendering
- * @param[in] scissorBox The damaged rect for partial update
*/
inline void ProcessRenderList( const Dali::Internal::SceneGraph::RenderList& renderList,
Context& context,
Integration::DepthBufferAvailable depthBufferAvailable,
Integration::StencilBufferAvailable stencilBufferAvailable,
Vector<GLuint>& boundTextures,
- int orientation,
- Dali::ClippingBox& scissorBox );
+ const Dali::Internal::SceneGraph::RenderInstruction& instruction, // in the case of reflection, things like CullFace need to be adjusted for reflection world
+ int orientation );
// Prevent copying:
RenderAlgorithms( RenderAlgorithms& rhs );