This probably won’t affect any of you, but just incase here’s a warning. I’ve just made a minor change to the definition of the Renderable interface to allow the renderable object to return multiple world matrices instead of one : “void getWorldMatrix(Matrix4&)” has become void getWorldMatrices(Matrix4*). This is to allow for vertex blending for the skeletal animation support.

If you have subclassed Renderable and overridden this method at any point you will need to change your definition otherwise C++ will silently stop treating it as an override. I chose to change the interface rather than supplement it with a new one to keep overhead down, since Renderable is a heavily used class in the render loop (obviously). Renderable subclasses can override the getNumWorldMatrices method to specify more than one Matrix4 will be returned if they want to use vertex blending, the default is still 1 world matrix.