   [c++]Scenegraph and deferred draw
  Hy.I have a wild magic 4 engine(based on a scenegraph) , and i would to implement a deferred drawing for many skinned objects.I would use a MVC for each node M is a model class that contains the data and the property of an object V is the shader that i have apply to the node mesh and c is the controller.My idea is to traverse the scenegraph for exclude the object not inside the camera view(fustum culling) , for apply bsp filters and for all the benefits that offer a scenegraph.In the traversing of the scenegraph i push in a stack only on the visible objects:1)the position2)the index of animations bone position3)the index of the animation4)the index of the mesh5)the textures ids of the used textures of the meshfrom the model classthe controllers changes these vars withowt knows nothing of the view.The vary animation data, meshes index ,textures ecc... are in a container indexed for a key that is the same of the relative index pushed by the node.At the end i have some packet of data index for each mesh in some little objects, and the only stuff to do is a quik sort for varius utilities like(opaque object are first of trasparent objects, the texture used are close to the same ecc...)and draw.For you Is a good solution?thanks.   
  Sounds pretty good.   