struct mrpt::opengl::RenderQueue

Overview

The objects to render in one pass, in three layers drawn in this order: opaque objects (grouped by shader, then front to back to make the most of early depth rejection), background objects (e.g.

sky boxes), and finally transparent objects, from back to front so they blend correctly.

#include <mrpt/opengl/RenderQueue.h>

struct RenderQueue
{
    // fields

    std::vector<RenderQueueElement> opaque;
    std::vector<RenderQueueElement> background;
    std::vector<RenderQueueElement> transparent;

    // methods

    void clear();
    bool empty() const;
    void sort();
};

Methods

void sort()

Sorts each layer into its drawing order.