I am attempting to port oger's submesh sorting to a custom node. I stored indexes to the extream vertexes of each meshbuffer. Now I need to find the current position of each indexed vertex. I used
to access the node's mesh and in each render pass I sorted a list of indextags by the distance of its nearest vertex from camera position. It did render the indicated buffers in the correct order but the order stayed the same for all successive render passes. It seams like I'm not using the updated positions of the vertexes as the animation progresses. I currently use irrlicht 1.7 but plan to upgrade soon. I would post my code but I don't have it with me and I don't have home internet ATM.