When I implemented glScissors into the rendering process I got a deeper look into the rendering code. Does anyone know what these RenderBins are actually good for? To me they seem to me just performance killers. The only purpose they seem to fulfill is this strange sorting. I cannot see what this is good for, but causing the transparency problems we encountered in HUD development. I don’t think the nodes will have to be sorted in any way. They just have to be rendered as the scenegraph defines it.
We could easily waste the RenderBins and get a much faster and more slim rendering code. Well, at least if nobody points out an importance of them. I could do this change.
Marvin