Rect<int> surfaceRect = scene.GetCurrentSurfaceRect();
if(clippingRect == surfaceRect)
{
- mDamagedRects.assign(1, RecalculateRect[std::min(scene.GetCurrentSurfaceOrientation() / 90, 3)](surfaceRect, surfaceRect));
+ mDamagedRects.assign(1, surfaceRect);
}
}
{
InsertRects(mBufferDamagedRects, surfaceRect);
clippingRect = surfaceRect;
+ mDamagedRects.assign(1, RecalculateRect[orientation](surfaceRect, surfaceRect));
return;
}
{
// Empty damaged rect. We don't need rendering
clippingRect = Rect<int>();
- // Clean up current damanged rects.
mDamagedRects.clear();
return;
}
{
InsertRects(mBufferDamagedRects, surfaceRect);
clippingRect = surfaceRect;
+ mDamagedRects.assign(1, RecalculateRect[orientation](surfaceRect, surfaceRect));
return;
}
int mScreenRotationAngle;
uint32_t mDpiHorizontal;
uint32_t mDpiVertical;
- std::vector<Rect<int>> mDamagedRects{}; ///< Keeps collected damaged render items rects for one render pass. These rects are rotated by scene orientation.
+ std::vector<Rect<int>> mDamagedRects{}; ///< Keeps collected damaged render items rects for one render pass
bool mOwnSurface; ///< Whether we own the surface (responsible for deleting it)
bool mWindowRotationFinished;
bool mScreenRotationFinished;