I've got a conceptual question concering a render queue as discussed in the "frostbite render architecture" thread in the forums. I've basically implemented such a queue, much like Hodgman descibed it there. I've just got some concerns about how clearing textures and/or the depth buffer is normally handled in such render queues. What would this be? Would this even be handled by the queue? If yes, what "type" would it be? Would it be a render state (like set vertex buffer, set index buffer, set texture...) ? Or would it be a DrawCall, therefore its own render instance? Should it rather be part of the Model, Material, Effect ? If it should better not be part of the render queue, how else is it "normally" handled? How do you handle it, for example if you need to clear the z-buffer for different shadow caster, or generally at the begin/end of a frame?
I'd really be glad to hear some of your opinions, I'm sure a lot of people have worked with such a render queue before...?