- // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
- // or the nodes are dirty
- if ( !isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags) )
- {
- keepRendererRendering |= mImpl->renderTaskProcessor.Process( bufferIndex,
- *scene->taskList,
- *scene->root,
- scene->sortedLayerList,
- scene->scene->GetRenderInstructions(),
- renderToFboEnabled,
- isRenderingToFbo );
-
- }
+ keepRendererRendering |= mImpl->renderTaskProcessor.Process( bufferIndex,
+ *scene->taskList,
+ *scene->root,
+ scene->sortedLayerList,
+ scene->scene->GetRenderInstructions(),
+ renderToFboEnabled,
+ isRenderingToFbo );