//
// Normal opaque objects are assigned bin 0.
//
+// Random objects like trees may have transparency, but there are too
+// many to depth sort individually. By drawing them after the terrain
+// we can at least keep the sky under the ground from poking through.
+//
// Point lights blend with the terrain to simulate attenuation but
// should completely obscure any transparent geometry behind
// them. Also, they should be visible through semi-transparent cloud
// OSG and its file loaders throw all transparent objects into bin 10.
enum RenderBin {
+ RANDOM_OBJECTS_BIN = 2,
POINT_LIGHTS_BIN = 8,
CLOUDS_BIN = 9,
TRANSPARENT_BIN = 10 // assigned by OSG