I'm playing around with multiple custom mirrors and multiple render passes.
Looking at CSceneManager, I see you can register cameras for rendering (registerNodeForRendering()), but it seems the order of those camera renderings is arbitrary. So I've been manually setting up my cameras and calling ISceneManager::drawAll() as needed.
Now I want to cull the mirrors that aren't visible to a particular camera so I can eliminate entire render passes. I see CSceneManager::isCulled() has code that take's the camera's frustum and checks if a node's bounding box falls inside it--however that function is private.
1) To get this culling I need, do I need to re-implement the isCulled() function?
Also, I want to get the current (Maya) camera node position and direction, but those don't seem to be fully updated until drawAll() is called.
2) To get the fully up-to-date camera information I need, do I have to create my own camera?
I'm just trying to figure out if there some aspects of the engine that I'm missing that can already do all this for me.