Attempt at better documentation for SceneElement subclasses
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								src/scene.h
									
										
									
									
									
								
							
							
						
						
									
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								src/scene.h
									
										
									
									
									
								
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					@ -83,7 +83,27 @@ public:
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	virtual void aboutToAccess() const {}
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						virtual void aboutToAccess() const {}
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protected:
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					protected:
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						/* A bit about OpenGL state:
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						 *
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						 *   If we're not inside the draw cycle (ie. the 'draw()'
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						 * handle), you're free to change any GL state through
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						 * gl-util, except for those in GLState which you should
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						 * push/pop as needed.
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						 *
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						 *   If we're _drawing_, you should probably not touch most
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						 * things in GLState. For scissored rendering, use push with
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						 * setIntersect(), and then pop afterwards.
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						 * Blendmode you can push/pop as you like. Do NOT touch viewport.
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						 * Texture/Shader bindings you're free to modify without
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						 * cleanup (and therefore you should expect dirty state).
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						 * Do NOT touch the FBO::Draw binding. If you have to do work
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						 * immediately before drawing that touches this (such as flushing
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						 * Bitmaps), use the 'prepareDraw' signal in SharedState that
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						 * will fire immediately before each frame draw.
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						 */
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	virtual void draw() = 0;
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						virtual void draw() = 0;
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						// FIXME: This should be a signal
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	virtual void onGeometryChange(const Scene::Geometry &) {}
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						virtual void onGeometryChange(const Scene::Geometry &) {}
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	/* Compares to elements in terms of their display priority;
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						/* Compares to elements in terms of their display priority;
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