+ * Check each value to see how it affects the layer.
+ * @SINCE_1_0.0
+ */
+ enum Behavior
+ {
+ /**
+ * @brief Layer doesn't make use of the depth test (default mode).
+ *
+ * This mode is expected to have better performance than the 3D mode.
+ * When using this mode any ordering would be with respect to tree level of each Actor.
+ *
+ * For the following actor tree of the Layer1 object, D and E hide B, B and C hides A,
+ * and F hides C, regardless of their Z positions.
+ * Rendering order between siblings, such as D & E or B & C, is determined based on the depth index.
+ * If you have two overlapped actors, just make them parent-child, not siblings.
+ *
+ * @code
+ *
+ * Layer1 (parent)
+ * |
+ * A
+ * / \
+ * B C
+ * / \ \
+ * D E F
+ *
+ * @endcode
+ *
+ * @SINCE_1_0.0
+ */
+ LAYER_2D,
+
+ /**
+ * @brief Layer will use depth test.
+ *
+ * When using this mode depth test will be used. A depth clear will happen for each layer,
+ * which means actors in a layer "above" other layers will be rendered in front of actors in
+ * those layers regardless of their Z positions (see Layer::Raise() and Layer::Lower()).
+ * Opaque renderers are drawn first and write to the depth buffer.
+ * Then transparent renderers are drawn with depth test enabled but depth write switched off.
+ * Transparent renderers are drawn based on their distance from the camera (painter's algorithm).
+ * A renderers DEPTH_INDEX property is used to offset the distance to the camera when ordering transparent renderers.
+ * This is useful if you want to define the draw order of two or more transparent renderers that are
+ * equal distance from the camera.
+ * Unlike LAYER_2D, parent-child relationship does not affect rendering order at all.
+ *
+ * @SINCE_1_0.0
+ */
+ LAYER_3D,
+ };
+
+ /**
+ * @brief TREE_DEPTH_MULTIPLIER is used by the rendering sorting algorithm to decide which actors to render first.
+ * @SINCE_1_0.0
+ */
+ enum TreeDepthMultiplier
+ {
+ TREE_DEPTH_MULTIPLIER = 10000,
+ };
+ /**
+ * @brief The sort function type