//----------------------------------------------------------------// void MOAISim::Render () { if ( this->mClearFlags & GL_COLOR_BUFFER_BIT ) { USColorVec clearColor; clearColor.SetRGBA ( this->mClearColor ); glClearColor ( clearColor.mR, clearColor.mG, clearColor.mB, clearColor.mA ); } if ( this->mClearFlags ) { glClear ( this->mClearFlags ); } USDrawBuffer::Get ().Reset (); RenderPassIt passIt = this->mRenderPasses.Head (); for ( ; passIt; passIt = passIt->Next ()) { MOAIProp2D* renderPass = passIt->Data (); USCanvas::BeginDrawing (); renderPass->Draw (); } USDrawBuffer::Get ().Flush (); }
//----------------------------------------------------------------// void MOAISim::Render () { this->mRenderCounter++; MOAIGfxDevice& gfxDevice = MOAIGfxDevice::Get (); gfxDevice.BeginDrawing (); RenderPassIt passIt = this->mRenderPasses.Head (); for ( ; passIt; passIt = passIt->Next ()) { MOAIProp* renderPass = passIt->Data (); gfxDevice.BeginLayer (); renderPass->Draw ( MOAIProp::NO_SUBPRIM_ID, true ); } gfxDevice.Flush (); gfxDevice.ProcessDeleters (); }