public RenderEntry(GeometryNode drawNode, EffectApplication material) { DrawNode = drawNode; SceneDepth = 0.0f; Material = material; Transform = Matrix.Identity; }
public void AcceptForRender(GeometryNode drawNode, EffectApplication material) { RenderEntry newEntry = new RenderEntry(drawNode, material); if (material.UseAlphaPass) { Vector3 homogeneousClipSpacePos = Vector3.Transform(Transform.Top.Translation, VisibilityFrustum.Matrix); newEntry.SceneDepth = -homogeneousClipSpacePos.Z; // Negate because we want to sort far-to-near. } newEntry.Transform = Transform.Top; mRenderEntries.Add(newEntry); }