return;
}
+ Internal::Scene& sceneInternal = GetImplementation(scene);
+ SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
+
+ // @TODO We need to do partial rendering rotation.
+ if( sceneObject && sceneObject->GetSurfaceOrientation() != 0 )
+ {
+ return;
+ }
+
class DamagedRectsCleaner
{
public:
// Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
DamagedRectsCleaner damagedRectCleaner(damagedRects);
-
- Internal::Scene& sceneInternal = GetImplementation(scene);
- SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
-
// Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
// so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();