*/
class ZSortedScene: public Scene
{
+public:
+ using Scene::Loader;
+
private:
struct SortedRenderable
{
bool operator<(const SortedRenderable &o) const { return depth<o.depth; }
};
- typedef std::set<Renderable *> RenderableSet;
- typedef std::vector<SortedRenderable> SortedArray;
-
- RenderableSet renderables;
- SortOrder order;
- DepthReference reference;
- mutable SortedArray sorted_cache;
+ std::set<Renderable *> renderables;
+ SortOrder order = BACK_TO_FRONT;
+ DepthReference reference = FURTHEST;
+ mutable std::vector<SortedRenderable> sorted_cache;
public:
- ZSortedScene();
-
virtual void add(Renderable &);
virtual void remove(Renderable &);
virtual void setup_frame(Renderer &);
virtual void finish_frame();
- virtual void render(Renderer &, const Tag & = Tag()) const;
+ virtual void render(Renderer &, Tag = Tag()) const;
};
} // namespace GL