+ Rect old_bounds = m_bounds;
+ if (node == QUADTREE_EMPTY) return;
+ if (!remaining_depth) return;
+ //Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
+ RenderRange(width, height, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
+
+ m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_LEFT);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_left, remaining_depth-1);
+ m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_RIGHT);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_right, remaining_depth-1);
+ m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_LEFT);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_left, remaining_depth-1);
+ m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_RIGHT);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1);
+ m_bounds = old_bounds;
+ m_bounds_dirty = true;
+}
+#endif
+
+void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
+{
+
+ if (m_render_dirty) // document has changed
+ PrepareRender();
+
+ if (m_buffer_dirty) // object bounds have changed
+ UpdateObjBoundsVBO(first_obj, last_obj);
+
+ if (m_use_gpu_transform)
+ {
+ GLfloat glbounds[] = {static_cast<GLfloat>(Float(m_bounds.x)), static_cast<GLfloat>(Float(m_bounds.y)), static_cast<GLfloat>(Float(m_bounds.w)), static_cast<GLfloat>(Float(m_bounds.h)),
+ 0.0, 0.0, static_cast<GLfloat>(width), static_cast<GLfloat>(height)};
+ m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
+ }
+ else