pub fn nearest(&mut self, pts: &Pos, mat4: [f32; 16], frustum: Frustum)
		-> &Vec<u32>
	{
		self.zsort(pts, mat4, true, frustum)
	}
/// Sort the octree nearest to farthest, while culling all outside of
/// view frustum.
Sort the octree nearest to farthest, while culling all outside of
view frustum.
Sort the octree nearest to farthest while culling all outside of view frustum .
pub fn nearest(&mut self, pts: &Pos, mat4: [f32; 16], frustum: Frustum)
		-> &Vec<u32>
	{
		self.zsort(pts, mat4, true, frustum)
	}
pub fn nearest ( & mut self , pts : & Pos , mat4 : [ f32 ; 16 ] , frustum : Frustum ) -> & Vec < u32 > { self . zsort ( pts , mat4 , true , frustum ) }
Sort the octree nearest to farthest, while culling all outside of
view frustum.
Sort the octree nearest to farthest while culling all outside of view frustum .
&mut self
pts
&Pos
mat4
[f32; 16]
frustum
Frustum