};
void PrepareRender(); // call when m_render_dirty is true
- void UpdateObjBoundsVBO(); // call when m_buffer_dirty is true
+ void UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj); // call when m_buffer_dirty is true
+
+ void RenderRange(int width, int height, unsigned first_obj, unsigned last_obj);
bool m_use_gpu_transform;
bool m_use_gpu_rendering;
#ifndef QUADTREE_DISABLED
QuadTreeIndex m_current_quadtree_node; // The highest node we will traverse.
int m_quadtree_max_depth; // The maximum quadtree depth.
+ void RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth);
#endif
};