NON TRIVIAL BUT SIMPLE Actually add frustum culling Implement RenderQueue sorting with support for sort type, priority and separable pass - Use a hash list(containing type, queue, layer, etc.) for faster sorting ----------------------------------------------------------- REFACTORING, NOTES AND OTHER TRIVIAL STUFF Finally - Document elements marked with TODO UNDOCUMENTED - Refactor/rename everything so it makes more sense. Possibly lay out a design diagram. - Get rid of Camera::getIgnoreSceneRenderables it can be doing using layers Semantic/design issues: - DrawList is too similar to RenderQueue - Their names need to be more distinct - Consider removing SceneManager from Core? I two scene manager base classes. - GpuParamBlockBuffer and GpuParams::cloneForCore are very clumsy in how they deal in keeping two separate param blocks. Rethink this a bit. --------------------------- Just notes for later potentially: - I can only update entire Mesh at once. - I keep bounds for the entire mesh and not per-submesh - I don't serialize bounds and they are recalculated whenever a mesh is loaded