}
RenderManager::RenderManager()
-: mImpl(NULL)
+: mImpl(nullptr)
{
}
return;
}
- // @TODO We need to do partial rendering rotation.
- if( mImpl->defaultSurfaceOrientation != 0 )
- {
- return;
- }
-
class DamagedRectsCleaner
{
public:
i++;
}
- if( j != itemsDirtyRects.begin() )
- {
- itemsDirtyRects.resize(j - itemsDirtyRects.begin());
- }
+ itemsDirtyRects.resize(j - itemsDirtyRects.begin());
damagedRectCleaner.SetCleanOnReturn(false);
}
clearMask |= GL_STENCIL_BUFFER_BIT;
}
- if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
+ if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != nullptr ) )
{
// Offscreen buffer rendering
if ( instruction.mIsViewportSet )
}
bool clearFullFrameRect = true;
- if( instruction.mFrameBuffer != 0 )
+ if( instruction.mFrameBuffer != nullptr )
{
Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
clearFullFrameRect = ( frameRect == viewportRect );