I've found in G3D9 API Manual such strings:
Wherever possible, structure your code to use Framebuffer,
VertexRange, and Shader instead of fixed-function.
...
Fixed-function code is currently being phased out of the G3D API as it
is deprecated in OpenGL. Shader and VertexArray code is the preferred
rendering path.
So you recommend to use shader and VertexArray wherever it's possible.
But does it mean Surface::sortAndRender(...) is not preferable way to
render?
Thanks
--
Vitaly
2012/4/22 Vitaly Shevtsov <lok...@gmail.com>:
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Vitaly