void D3DRenderContext::AddToRenderingQueue(const IRenderable* renderableObjectPtr) { IMaterial* materialPtr = renderableObjectPtr->GetMaterial(); if (renderableObjectPtr->HasAlpha()) { m_alphaObjectsQueue[renderableObjectPtr->GetZ()][materialPtr->GetMaterialId()].push_back(renderableObjectPtr); } else { m_solidObjectsQueue[materialPtr->GetMaterialId()].push_back(renderableObjectPtr); } m_materials[materialPtr->GetMaterialId()] = materialPtr; }