Some more short steps of progress

just finished the scene database sorted camera query (put in camera, get depth sorted visual objects to render which are inside the camera sphere and fustrum) other fun involved improving the stablity of the barrel distortion math in the vertex shader, as well as getting lighting to be independant of the current model transform also in the vertex shader (thankyou opengl for multiplying vector variables in light struct with the model matrix, i don't actually want that...)
Also added drawing of scene sphere tree and convex hulls...

the image is testing the render order of alpha objects.

next is collision, thinking of also making a particle system to help check collision and because particles are fun (^_^) though trying to sleep of a cold still so have to remeber not to push myself too hard, sick again, damn it.