TextureOwnerContainer& textures = mImpl->textureContainer;
- // Find the sampler
+ // Find the texture
for ( TextureOwnerIter iter = textures.Begin(); iter != textures.End(); ++iter )
{
if ( *iter == texture )
}
}
-void RenderManager::UploadTexture( Render::NewTexture* texture, Vector<unsigned char>& buffer, const TextureUploadParams& params )
+void RenderManager::UploadTexture( Render::NewTexture* texture, PixelDataPtr pixelData, const NewTexture::UploadParams& params )
{
- texture->Upload( mImpl->context, buffer, params );
+ texture->Upload( mImpl->context, pixelData, params );
}
void RenderManager::GenerateMipmaps( Render::NewTexture* texture )
// Core::Render documents that GL context must be current before calling Render
DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
- status.SetHasRendered( false );
-
// Increment the frame count at the beginning of each frame
++(mImpl->frameCount);
RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
DoRender( instruction, *mImpl->defaultShader );
-
- const RenderListContainer::SizeType countRenderList = instruction.RenderListCount();
- if ( countRenderList > 0 )
- {
- status.SetHasRendered( true );
- }
}
GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);