BufferIndex bufferIndex,
Integration::DepthBufferAvailable depthBufferAvailable,
Integration::StencilBufferAvailable stencilBufferAvailable,
- Vector<GLuint>& boundTextures,
- int orientation);
+ Vector<GLuint>& boundTextures );
private:
* @param[in] item The current RenderItem (about to be rendered)
* @param[in] context The current Context
*/
- inline void SetupScissorClipping( const Dali::Internal::SceneGraph::RenderItem& item, Context& context, int orientation );
+ inline void SetupScissorClipping( const Dali::Internal::SceneGraph::RenderItem& item, Context& context );
/**
* @brief Set up the clipping based on the specified clipping settings.
bool& usedStencilBuffer,
uint32_t& lastClippingDepth,
uint32_t& lastClippingId,
- Integration::StencilBufferAvailable stencilBufferAvailable,
- int orientation );
+ Integration::StencilBufferAvailable stencilBufferAvailable );
/**
* @brief Process a render-list.
Integration::DepthBufferAvailable depthBufferAvailable,
Integration::StencilBufferAvailable stencilBufferAvailable,
Vector<GLuint>& boundTextures,
- const Dali::Internal::SceneGraph::RenderInstruction& instruction, // in the case of reflection, things like CullFace need to be adjusted for reflection world
- int orientation );
+ const Dali::Internal::SceneGraph::RenderInstruction& instruction // in the case of reflection, things like CullFace need to be adjusted for reflection world
+ );
// Prevent copying:
RenderAlgorithms( RenderAlgorithms& rhs );