The Camera class now allows a SceneNode to override it’s position and orientation when the Camera is attached to a SceneNode. This will allow cameras attached to world objects etc.

Started implementing the texture blending operations – the interface is complete, I’m now moving onto the Direct3D implementation. For the moment I’m not worrying about minimising the number of times that changes to blending parameters are made during a frame – I’m still concentrating on minimising the texture changes, which is the main overhead anyway. More optimisation will likely come along with new SceneManager subclasses.

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