RenderManager& renderManager,
RenderQueue& renderQueue,
SceneGraphBuffers& sceneGraphBuffers,
- RenderTaskProcessor& renderTaskProcessor )
+ RenderTaskProcessor& renderTaskProcessor,
+ bool partialUpdateAvailable )
: renderMessageDispatcher( renderManager, renderQueue, sceneGraphBuffers ),
notificationManager( notificationManager ),
transformManager(),
previousUpdateScene( false ),
renderTaskWaiting( false ),
renderersAdded( false ),
- surfaceRectChanged( false )
+ surfaceRectChanged( false ),
+ partialUpdateAvailable( partialUpdateAvailable )
{
sceneController = new SceneControllerImpl( renderMessageDispatcher, renderQueue, discardQueue );
bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
bool surfaceRectChanged; ///< True if the default surface rect is changed
+ bool partialUpdateAvailable; ///< Whether the partial update is available
private:
RenderController& controller,
RenderManager& renderManager,
RenderQueue& renderQueue,
- RenderTaskProcessor& renderTaskProcessor )
+ RenderTaskProcessor& renderTaskProcessor,
+ bool partialUpdateAvailable )
: mImpl(NULL)
{
mImpl = new Impl( notificationManager,
renderManager,
renderQueue,
mSceneGraphBuffers,
- renderTaskProcessor );
+ renderTaskProcessor,
+ partialUpdateAvailable );
}
{
mImpl->nodes.Insert((iter+1), rawNode );
rawNode->CreateTransform( &mImpl->transformManager );
+ rawNode->SetPartialUpdateAvailable( mImpl->partialUpdateAvailable );
return;
}
}