Original Post
Hey :) I'm in the middle of writing my scene graph. Or at least I think I am, since I have no idea what defines a scene graph. Anyways, I've come up with a method where objects in my game world "register" subsets of their meshes. The subsets are stored in two arrays of pointers (pointers to the objects who registered them). One for opaque textures, to be rendered in order of textures. And one for transparent textures, to be ordered by distance from the camera, each frame. However, I'm unsure of how to best sort the transparent subsets. The problem is that my subsets have no "point of position". Do I generate a center point for each transparent subset using the vertices at startup, then transform that point with the object's final matrix? Or is there something blindingly simple that I've missed? I would appreciate any suggestions or advice. Thanks much!