GlSyncAbstraction& glSyncAbstraction,
GestureManager& gestureManager,
ResourcePolicy::DataRetention dataRetentionPolicy,
- bool renderToFboEnabled )
+ Integration::RenderToFrameBuffer renderToFboEnabled,
+ Integration::DepthBufferAvailable depthBufferAvailable,
+ Integration::StencilBufferAvailable stencilBufferAvailable )
: mRenderController( renderController ),
mPlatform(platform),
mProcessingEvent(false)
mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
- mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction );
+ mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, depthBufferAvailable, stencilBufferAvailable );
RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
// This must be called after stage is created but before stage initialization
mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
- mStage->Initialize( renderToFboEnabled );
+ mStage->Initialize( renderToFboEnabled == Integration::RenderToFrameBuffer::TRUE );
mGestureEventProcessor = new GestureEventProcessor( *mStage, *mUpdateManager, gestureManager, mRenderController );
mEventProcessor = new EventProcessor( *mStage, *mNotificationManager, *mGestureEventProcessor );