#include <dali/internal/render/common/render-instruction-container.h>
#include <dali/internal/render/shaders/scene-graph-shader.h>
#include <dali/internal/render/renderers/render-renderer.h>
-#include <dali/internal/render/renderers/render-property-buffer.h>
#include <dali/internal/update/nodes/scene-graph-layer.h>
namespace
item.mIsOpaque = (opacityType == Renderer::OPAQUE);
item.mIsUpdated |= (prevIsOpaque != item.mIsOpaque);
+ Vector4 prevColor = item.mColor;
+ item.mColor = renderable.mNode->GetColor(updateBufferIndex);
+ item.mIsUpdated |= (prevColor != item.mColor);
+
int prevDepthIndex = item.mDepthIndex;
item.mDepthIndex = 0;
if (!isLayer3d)
void RenderInstructionProcessor::Prepare( BufferIndex updateBufferIndex,
SortedLayerPointers& sortedLayers,
- Context& context,
RenderTask& renderTask,
bool cull,
bool hasClippingNodes,
if( isRenderListAdded || instruction.mIsClearColorSet || isRootLayerDirty )
{
- instruction.mContext = &context;
instructions.PushBack( updateBufferIndex, &instruction );
}
}