}
}
-void DiscardQueue::Add( BufferIndex updateBufferIndex, PropertyBuffer* propertyBuffer )
-{
- DALI_ASSERT_DEBUG( NULL != propertyBuffer );
-
- if ( 0u == updateBufferIndex )
- {
- mPropertyBufferQueue0.PushBack( propertyBuffer );
- }
- else
- {
- mPropertyBufferQueue1.PushBack( propertyBuffer );
- }
-}
-
void DiscardQueue::Clear( BufferIndex updateBufferIndex )
{
// Destroy some discarded objects; these should no longer own any GL resources
mShaderQueue0.Clear();
mGeometryQueue0.Clear();
mMaterialQueue0.Clear();
- mPropertyBufferQueue0.Clear();
mRendererQueue0.Clear();
}
else
mShaderQueue1.Clear();
mGeometryQueue1.Clear();
mMaterialQueue1.Clear();
- mPropertyBufferQueue1.Clear();
mRendererQueue1.Clear();
}
}