void Renderer::PrepareRender( BufferIndex updateBufferIndex )
{
+ SetDirty( false );
if( mRegenerateUniformMap == UNIFORM_MAP_READY )
{
mUniformMapChanged[updateBufferIndex] = false;
bool Renderer::IsDirty() const
{
bool ret = false;
- if( mShader )
- {
- ret = mShader->IsPropertyDirty();
- }
- // check native image
- if( mTextureSet )
+ if( !mDirty )
{
- uint32_t textureCount = mTextureSet->GetTextureCount();
+ if( mShader )
+ {
+ ret = mShader->IsPropertyDirty();
+ }
- if(textureCount > 0)
+ // check native image
+ if( !ret && mTextureSet )
{
- Dali::Internal::Render::Texture* texture;
- for( uint32_t i = 0; i<textureCount; ++i )
+ uint32_t textureCount = mTextureSet->GetTextureCount();
+
+ if(textureCount > 0)
{
- texture = const_cast<Dali::Internal::SceneGraph::TextureSet *>(mTextureSet)->GetTexture(i);
- if( texture && texture->IsNativeImage() )
+ Dali::Internal::Render::Texture* texture;
+ for( uint32_t i = 0; i<textureCount; ++i )
{
- ret = true;
- break;
+ texture = const_cast<Dali::Internal::SceneGraph::TextureSet *>(mTextureSet)->GetTexture(i);
+ if( texture && texture->IsNativeImage() )
+ {
+ ret = true;
+ break;
+ }
}
}
}
}
-
return ret | mDirty;
}