virtual Ogre::ManualObject::_updateRenderQueue

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KungFooMasta
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virtual Ogre::ManualObject::_updateRenderQueue

Post by KungFooMasta »

Can we make this function virtual, so that I can override it? Currently the ManualObject and MovableObject classes doesn't have any methods to set the render queue priority. I want to make use of ManualObjects to replace my use of Overlays, but I need to be able to set the render priority to have zOrdering.

I want to be able to have this called:

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void  addRenderable (Renderable *pRend, uint8 groupID, ushort priority) 
So again, I'm requesting we throw in the "virtual" keyword in front of the _updateRenderQueue from the ManualObject class.
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KungFooMasta
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Post by KungFooMasta »

Or if we could add in the ability to set the priority of the ManualObject, that would work well. All we would need to add is a function to get/set priority, and have a bool to moniter whether the user has specified a priority for this object. Then in the _updateRenderQueue function, we can check if the user has supplied a Group and priority, and call the appropriate function.

Basically, I would like to use the ManualObject to create 2d quads, but it lacks the ability to set render priority. I tried copying and pasting the ManualObject class to make a slightly modified one, but there is so much that needs to be done... creating a factory for it, registering the factory, etc.
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sinbad
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Post by sinbad »

You don't need to. It's already virtual by nature of being inherited from MovableObject, where it is defined virtual.
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