void RenderTarget::update(void) { // notify listeners (pre) firePreUpdate(); mStats.triangleCount = 0; mStats.batchCount = 0; // Go through viewports in Z-order // Tell each to refresh ViewportList::iterator it = mViewportList.begin(); while (it != mViewportList.end()) { fireViewportPreUpdate((*it).second); (*it).second->update(); mStats.triangleCount += (*it).second->_getNumRenderedFaces(); mStats.batchCount += (*it).second->_getNumRenderedBatches(); fireViewportPostUpdate((*it).second); ++it; } // notify listeners (post) firePostUpdate(); // Update statistics (always on top) updateStats(); }
void RenderTarget::_endUpdate() { // notify listeners (post) firePostUpdate(); // Update statistics (always on top) updateStats(); }