protected void doDraw(final Scene toDraw) { toDraw.renderUnto(_parentRenderer); }
@Override public boolean draw() { // set up context for rendering this canvas makeCurrentContext(); // render stuff, first apply our camera if we have one if (_camera != null) { _camera.apply(_renderer); } _renderer.clearBuffers(_frameClear); final boolean drew = _scene.render(_renderer); _renderer.flushFrame(drew && _doSwap); if (drew && _doSwap) { _canvasCallback.doSwap(); } // release the context if we're done (swapped and all) if (_doSwap) { releaseCurrentContext(); } return drew; }
protected void doDraw(final Scene toDraw) { toDraw.renderUnto(_parentRenderer); }
@MainThread public boolean draw() { // set up context for rendering this canvas makeCurrentContext(); // render stuff, first apply our camera if we have one if (_camera != null) { if (Camera.getCurrentCamera() != _camera) { _camera.update(); } _camera.apply(_renderer); } _renderer.clearBuffers(_frameClear); final boolean drew = _scene.renderUnto(_renderer); _renderer.flushFrame(drew && _doSwap); // release the context if we're done (swapped and all) if (_doSwap) { releaseCurrentContext(); } return drew; }
_scene.renderUnto(_renderer); _renderer.flushFrame(false);
final boolean drew = _scene.renderUnto(_renderer); _renderer.flushFrame(drew && _doSwap);