clippingRect = Rect<int>();
}
+ // Prepare to lock and map standalone uniform buffer.
+ mImpl->uniformBufferManager->ReadyToLockUniformBuffer(mImpl->renderBufferIndex);
+
for(uint32_t i = 0; i < count; ++i)
{
RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
}
mainCommandBuffer->EndRenderPass(syncObject);
}
+
+ // Unlock standalone uniform buffer.
+ mImpl->uniformBufferManager->UnlockUniformBuffer(mImpl->renderBufferIndex);
+
mImpl->renderAlgorithms.SubmitCommandBuffer();
std::sort(targetstoPresent.begin(), targetstoPresent.end());