DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
// 2. Set new color
actor.SetProperty(Actor::Property::COLOR, Vector3(1.0f, 0.0f, 0.0f));
application.SendNotification();
item.mIsOpaque = (opacityType == Renderer::OPAQUE);
item.mIsUpdated |= (prevIsOpaque != item.mIsOpaque);
+ Vector4 prevColor = item.mColor;
+ item.mColor = renderable.mNode->GetColor(updateBufferIndex);
+ item.mIsUpdated |= (prevColor != item.mColor);
+
int prevDepthIndex = item.mDepthIndex;
item.mDepthIndex = 0;
if (!isLayer3d)