RootNode::RootNode() : SceneNode( INVALID_ACTOR_ID, NULL, RenderPass_0 ) { m_Children.reserve(RenderPass_Last); shared_ptr<SceneNode> staticGroup( ENG_NEW SceneNode( INVALID_ACTOR_ID, NULL, RenderPass_Static ) ); m_Children.push_back(staticGroup); // RenderPass_Static = 0 shared_ptr<SceneNode> actorGroup( ENG_NEW SceneNode( INVALID_ACTOR_ID, NULL, RenderPass_Actor ) ); m_Children.push_back(actorGroup); // RenderPass_Actor = 1 shared_ptr<SceneNode> skyGroup( ENG_NEW SceneNode( INVALID_ACTOR_ID, NULL, RenderPass_Sky ) ); m_Children.push_back(skyGroup); // RenderPass_Sky = 2 shared_ptr<SceneNode> invisibleGroup( ENG_NEW SceneNode( INVALID_ACTOR_ID, NULL, RenderPass_NotRendered ) ); m_Children.push_back(invisibleGroup); // RenderPass_NotRendered = 3 }
RootNode::RootNode() : SceneNode(INVALID_GAMEOBJECT_ID, WeakBaseRenderComponentPtr(), RenderPass::RenderPass_0, &Mat4x4::Identity) { m_Children.reserve(RenderPass::RenderPass_Last); // split children into different groups shared_ptr<SceneNode> staticGroup(CB_NEW SceneNode(INVALID_GAMEOBJECT_ID, WeakBaseRenderComponentPtr(), RenderPass::RenderPass_Static, &Mat4x4::Identity)); m_Children.push_back(staticGroup); shared_ptr<SceneNode> objectGroup(CB_NEW SceneNode(INVALID_GAMEOBJECT_ID, WeakBaseRenderComponentPtr(), RenderPass::RenderPass_Object, &Mat4x4::Identity)); m_Children.push_back(objectGroup); shared_ptr<SceneNode> skyGroup(CB_NEW SceneNode(INVALID_GAMEOBJECT_ID, WeakBaseRenderComponentPtr(), RenderPass::RenderPass_Sky, &Mat4x4::Identity)); m_Children.push_back(skyGroup); shared_ptr<SceneNode> invisibleGroup(CB_NEW SceneNode(INVALID_GAMEOBJECT_ID, WeakBaseRenderComponentPtr(), RenderPass::RenderPass_NotRendered, &Mat4x4::Identity)); m_Children.push_back(staticGroup); }