std::vector<Renderable *> content;
SortOrder order = BACK_TO_FRONT;
DepthReference reference = FURTHEST;
- mutable std::vector<SortedRenderable> sorted_cache;
+ mutable std::map<const Camera *, std::vector<SortedRenderable> > sorted_cache;
public:
virtual void add(Renderable &);
/// Sets the reference point for sorting. Default is furthest from camera.
void set_reference(DepthReference);
-private:
- void populate_cache() const;
-
-public:
virtual void setup_frame(Renderer &);
virtual void finish_frame();