void Camera::render( RenderBlock& block, bool clearView ) { if (!activeView) return; RenderDevice* renderDevice = GetRenderDevice(); renderDevice->setActiveView( activeView ); if (clearView) renderDevice->clearView(); for (auto it= drawer.renderables.end() -1;it >= drawer.renderables.begin();--it) block.renderables.Insert(block.renderables.begin(), *it); renderDevice->render( block ); }
void Camera::render( RenderBlock& block, bool clearView ) { if( !activeView ) return; RenderDevice* renderDevice = GetRenderDevice(); renderDevice->setActiveView( activeView ); if( clearView ) renderDevice->clearView(); block.renderables.insert( block.renderables.begin(), drawer.renderables.begin(), drawer.renderables.end() ); renderDevice->render( block ); }
void RenderTarget::removeViews() { RenderDevice* renderDevice = GetRenderDevice(); for( size_t i = 0; i < views.size(); i++ ) { RenderView* view = views[i]; if( renderDevice->getActiveView() == view ) { // Remove the active view from the render device. renderDevice->setActiveView(nullptr); } Deallocate(view); } views.clear(); }