bool IsRenderRequired();
/**
+ * Set whether all resources were available when the render-task was processed
+ * @param[in] resourcesComplete True if the resources of the source tree are completely loaded.
+ */
+ void SetResourcesFinished( bool resourcesFinished );
+
+ /**
* Process a frame. This method is called each frame for every ready render task, regardless
* of whether it needs to render (so that the frame counter can be updated).
- * @param[in] resourcesComplete true if the resources of the source tree are completely loaded.
*/
- void UpdateState( bool resourcesComplete );
+ void UpdateState();
/**
* Return true only if currently waiting for the render task to
*/
void SetCompleteStatusManager( CompleteStatusManager* completeStatusManager );
+ /**
+ * @return A pointer to the camera used by the RenderTask
+ */
+ Node* GetCamera() const;
+
private:
/**
CameraAttachment* mCameraAttachment;
unsigned int mFrameBufferResourceId;
+ bool mResourcesFinished:1; ///< True if all resources were available when the render-task was processed
bool mWaitingToRender:1; ///< True when an render once to FBO is waiting
bool mNotifyTrigger:1; ///< True if a render once render task has finished renderering
bool mExclusive: 1; ///< Whether the render task has exclusive access to the source actor (node in the scene graph implementation).