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Add comment about transparency sorting.
Sometimes you only think about better implementations when the work is done *sigh* Can get back to it when we add custom sorting for solid nodes some day (another very old open feature request...) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6575 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -672,6 +672,11 @@ namespace scene
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//! Algorithm used to sort transparent nodes
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E_TRANSPARENT_NODE_SORTING TransparentNodeSorting;
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//! Pointer to the actual algorithm to get the distance
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// NOTE: If we ever allow users to add sorting functions in the public interface
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// then maybe we should not make the distance function a callback
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// but sorting the full array at once. That could give more flexibility,
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// like easier sorting based on several parameters.
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// I thought about that approach too late and not going back to it for now.
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f32 (*funcTransparentNodeDistance)(const ISceneNode* node, const core::vector3df& cameraPos, const core::vector3df& cameraViewNormalized);
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//! An optional callbacks manager to allow the user app finer control
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