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gl_engine: correct the return value of render function
If RenderData has nothing to draw, need to return `true`.
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1 changed files with 3 additions and 3 deletions
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@ -214,7 +214,7 @@ bool GlRenderer::renderImage(void* data)
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if (!sdata) return false;
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if (!sdata) return false;
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if ((sdata->updateFlag & RenderUpdateFlag::Image) == 0) return false;
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if ((sdata->updateFlag & RenderUpdateFlag::Image) == 0) return true;
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int32_t drawDepth = currentPass()->nextDrawDepth();
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int32_t drawDepth = currentPass()->nextDrawDepth();
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@ -223,7 +223,7 @@ bool GlRenderer::renderImage(void* data)
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auto task = new GlRenderTask(mPrograms[RT_Image].get());
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auto task = new GlRenderTask(mPrograms[RT_Image].get());
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task->setDrawDepth(drawDepth);
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task->setDrawDepth(drawDepth);
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if (!sdata->geometry->draw(task, mGpuBuffer.get(), RenderUpdateFlag::Image)) return false;
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if (!sdata->geometry->draw(task, mGpuBuffer.get(), RenderUpdateFlag::Image)) return true;
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// matrix buffer
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// matrix buffer
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{
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{
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@ -268,7 +268,7 @@ bool GlRenderer::renderShape(RenderData data)
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auto sdata = static_cast<GlShape*>(data);
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auto sdata = static_cast<GlShape*>(data);
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if (!sdata) return false;
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if (!sdata) return false;
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if (sdata->updateFlag == RenderUpdateFlag::None) return false;
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if (sdata->updateFlag == RenderUpdateFlag::None) return true;
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uint8_t r = 0, g = 0, b = 0, a = 0;
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uint8_t r = 0, g = 0, b = 0, a = 0;
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int32_t drawDepth1 = 0, drawDepth2 = 0, drawDepth3 = 0;
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int32_t drawDepth1 = 0, drawDepth2 = 0, drawDepth3 = 0;
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