bool Scene::on_render_begin( const Project& project, IAbortSwitch* abort_switch) { bool success = true; create_render_data(); if (impl->m_camera.get()) success = success && impl->m_camera->on_render_begin(project, abort_switch); return success; }
bool Scene::on_render_begin( const Project& project, IAbortSwitch* abort_switch) { bool success = true; create_render_data(); for (each<CameraContainer> i = cameras(); i; ++i) success = success && i->on_render_begin(project, abort_switch); return success; }