void MainCanvas::renderTree() { preRender(); DisplayEngine* pDisplayEngine = getPlayer()->getDisplayEngine(); unsigned numWindows = pDisplayEngine->getNumWindows(); for (unsigned i=0; i<numWindows; ++i) { ScopeTimer Timer(RootRenderProfilingZone); WindowPtr pWindow = pDisplayEngine->getWindow(i); IntRect viewport = pWindow->getViewport(); renderWindow(pWindow, MCFBOPtr(), viewport); } GLContextManager::get()->reset(); }