void ToggleGPUTransform() { m_use_gpu_transform = (!m_use_gpu_transform); m_bounds_dirty = true; m_buffer_dirty = true; }
void ToggleGPURendering() { m_use_gpu_rendering = (!m_use_gpu_rendering); m_bounds_dirty = true; m_buffer_dirty = true; }
-
+
+ void ForceBoundsDirty() {m_bounds_dirty = true;}
+ void ForceBufferDirty() {m_buffer_dirty = true;}
+ void ForceRenderDirty() {m_render_dirty = true;}
+
+
private:
struct GPUObjBounds
{
// Trust me it will be easier to generalise things this way. Even though there are pointers.
std::vector<ObjectRenderer*> m_object_renderers;
uint8_t * m_cpu_rendering_pixels; // pixels to be used for CPU rendering
+
+#ifndef QUADTREE_DISABLED
+ QuadTreeIndex m_current_quadtree_node; // The highest node we will traverse.
+ int m_quadtree_max_depth; // The maximum quadtree depth.
+
+#endif
};
}