m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
m_cached_display.Clear();
+ // When we QuadTree, this will be magic.
+ int first_obj = 0;
+ int last_obj = m_document.ObjectCount();
// Render using GPU
if (m_use_gpu_rendering)
for (unsigned i = 0; i < m_object_renderers.size(); ++i)
{
- m_object_renderers[i]->RenderUsingGPU();
+ m_object_renderers[i]->RenderUsingGPU(first_obj, last_obj);
}
glDisableVertexAttribArray(0);