]> git.tdb.fi Git - libs/gl.git/blobdiff - source/zsortedscene.cpp
Rearrange things in ZSortedScene a bit
[libs/gl.git] / source / zsortedscene.cpp
index 709c5c26787478cf260d3257d069550aa38e59e6..f40903dd63375878e4466405dc3a154733ce621a 100644 (file)
@@ -62,19 +62,19 @@ void ZSortedScene::render(Renderer &renderer, const Tag &tag) const
        for(SortedArray::iterator i=sorted_cache.begin(); i!=sorted_cache.end(); ++i)
        {
                i->in_frustum = (!use_frustum || !frustum_cull(*i->renderable));
-               if(i->in_frustum)
+               if(!i->in_frustum)
+                       continue;
+
+               if(const Matrix *matrix = i->renderable->get_matrix())
                {
-                       if(const Matrix *model_matrix = i->renderable->get_matrix())
-                       {
-                               if(const Geometry::BoundingSphere<float, 3> *bsphere = i->renderable->get_bounding_sphere())
-                                       i->depth = dot(*model_matrix*bsphere->get_center()-camera_pos, look_dir)+bsphere->get_radius()*radius_factor;
-                               else
-                                       i->depth = dot(*model_matrix*Vector3()-camera_pos, look_dir);
-                               i->depth *= sign;
-                       }
+                       if(const Geometry::BoundingSphere<float, 3> *bsphere = i->renderable->get_bounding_sphere())
+                               i->depth = dot(*matrix*bsphere->get_center()-camera_pos, look_dir)+bsphere->get_radius()*radius_factor;
                        else
-                               i->depth = 0;
+                               i->depth = dot(*matrix*Vector3()-camera_pos, look_dir);
+                       i->depth *= sign;
                }
+               else
+                       i->depth = 0;
        }
 
        for(SortedArray::iterator i=sorted_cache.begin(), j=i; i!=sorted_cache.end(); ++i)
@@ -105,9 +105,9 @@ void ZSortedScene::render(Renderer &renderer, const Tag &tag) const
 
 
 ZSortedScene::SortedRenderable::SortedRenderable(const Renderable *r):
+       renderable(r),
        in_frustum(false),
-       depth(0.0f),
-       renderable(r)
+       depth(0.0f)
 { }
 
 } // namespace GL