{
_GlVisualElementSurfaceImpl* pRenderSurfaceImpl = SURF_IMPL(*pSurface);
__pRenderManager->GetRenderQueue()->SetRenderTarget(pRenderSurfaceImpl);
+ __pRenderManager->GetRenderQueue()->SetClear();
}
else
{
return;
}
- __needClear = true;
+// __needClear = true;
+ __pRenderManager->GetRenderQueue()->SetClear();
_AutoMutex renderLock(*_VisualElementEnvironment::GetTreeLock());
bool isUpdated = pLayer->UpdateNativeNodes();
_GlRenderManager* pThis = this;
_GlContext* pGlContext = pThis->__pGlContext;
+
_GlRenderQueue* pRenderQueue = null;
_GlRenderQueue::_RenderObject* pRenderObjects = null;
int queueCount = 0;
if(pRenderQueue->__renderingProps & _GlRenderQueue::UPDATED_PROP_LAYER)
{
+
if(pRenderQueue->__pLayer)
{
- pGlContext->MakeCurrent(pRenderQueue->__pLayer->GetNativeSurface());
+ // WARNING : need to check.. is it needed?
+ memset(__pGlContext->__textureId, 0, sizeof(unsigned int) * (EXTRA_SURFACE_MAX + 2));
+#ifdef VE_USE_GL_MULTI_CONTEXT
+ __pGlContext = (_GlContext*)pRenderQueue->__pLayer->GetContext();
+ __pGlContext->MakeCurrent();
+#else
+ __pGlContext->MakeCurrent(pRenderQueue->__pLayer->GetNativeSurface());
+#endif
}
}