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
This commit is contained in:
cutealien 2023-11-22 17:15:03 +00:00
parent c9e71e26f2
commit 8985248142

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@ -672,6 +672,11 @@ namespace scene
//! Algorithm used to sort transparent nodes //! Algorithm used to sort transparent nodes
E_TRANSPARENT_NODE_SORTING TransparentNodeSorting; E_TRANSPARENT_NODE_SORTING TransparentNodeSorting;
//! Pointer to the actual algorithm to get the distance //! Pointer to the actual algorithm to get the distance
// NOTE: If we ever allow users to add sorting functions in the public interface
// then maybe we should not make the distance function a callback
// but sorting the full array at once. That could give more flexibility,
// like easier sorting based on several parameters.
// I thought about that approach too late and not going back to it for now.
f32 (*funcTransparentNodeDistance)(const ISceneNode* node, const core::vector3df& cameraPos, const core::vector3df& cameraViewNormalized); f32 (*funcTransparentNodeDistance)(const ISceneNode* node, const core::vector3df& cameraPos, const core::vector3df& cameraViewNormalized);
//! An optional callbacks manager to allow the user app finer control //! An optional callbacks manager to allow the user app finer control