Original Post
Ok I have a simple scenegraph that I traverse to see which objects (which is built up by verticies) is visible (i.e inside the view fustrum). Now I''m thinking of implementing a renderQueue that sorts the visible objects(/verticies lists) after renderstate, but I''m thinking doesn''t the matrix stack get all mesed up now, i.e i can''t use glPopMatrix and glPushMatrix anymore. Do I have send the world matrix of every object I wan''t to render and do:
glLoadIdentity();
glMultMatrix(objectsWorldMatrix);
render object
..or is there another way??
LizardCPP