mBlendMode( BlendMode::AUTO ),
mDepthWriteMode( DepthWriteMode::AUTO ),
mDepthTestMode( DepthTestMode::AUTO ),
+ mRenderingBehavior( DevelRenderer::Rendering::IF_REQUIRED ),
mPremultipledAlphaEnabled( false ),
mOpacity( 1.0f ),
mDepthIndex( 0 )
return mOpacity[updateBufferIndex];
}
+void Renderer::SetRenderingBehavior( DevelRenderer::Rendering::Type renderingBehavior )
+{
+ mRenderingBehavior = renderingBehavior;
+}
+
+DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
+{
+ return mRenderingBehavior;
+}
+
//Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
{