+/**
+ * Render Group (shading)
+ */
+void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+{
+ for (unsigned i = 0; i < m_indexes.size(); ++i)
+ {
+ if (m_indexes[i] < first_obj_id) continue;
+ if (m_indexes[i] >= last_obj_id) continue;
+
+ Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
+ PixelBounds pix_bounds(bounds);
+
+
+ Colour c(0.5,0.5,1,1);
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, c);
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, c);
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, c);
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, c);
+
+
+ }
+}
+