private:
struct SortedRenderable
{
- const Renderable *renderable;
+ Renderable *renderable;
bool in_frustum;
float depth;
- SortedRenderable(const Renderable *);
+ SortedRenderable(Renderable *);
bool operator<(const SortedRenderable &o) const { return depth<o.depth; }
};
- typedef std::set<const Renderable *> RenderableSet;
+ typedef std::set<Renderable *> RenderableSet;
typedef std::vector<SortedRenderable> SortedArray;
RenderableSet renderables;
public:
ZSortedScene();
- virtual void add(const Renderable &);
- virtual void remove(const Renderable &);
+ virtual void add(Renderable &);
+ virtual void remove(Renderable &);
/// Sets the sort order. Default is back to front.
void set_order(SortOrder);