dist/claygl.es.js
function (camera, updateSceneBoundingBox) {
        var id = camera.__uid__;
        var renderList = this._renderLists.get(id);
        if (!renderList) {
            renderList = new RenderList();
            this._renderLists.put(id, renderList);
        }
        renderList.startCount();

        if (updateSceneBoundingBox) {
            this.viewBoundingBoxLastFrame.min.set(Infinity, Infinity, Infinity);
            this.viewBoundingBoxLastFrame.max.set(-Infinity, -Infinity, -Infinity);
        }

        var sceneMaterialTransparent = this.material && this.material.transparent || false;
        this._doUpdateRenderList(this, camera, sceneMaterialTransparent, renderList, updateSceneBoundingBox);

        renderList.endCount();

        return renderList;
    }
function (camera, updateSceneBoundingBox) {
        var id = camera.__uid__;
        var renderList = this._renderLists.get(id);
        if (!renderList) {
            renderList = new RenderList();
            this._renderLists.put(id, renderList);
        }
        renderList.startCount();

        if (updateSceneBoundingBox) {
            this.viewBoundingBoxLastFrame.min.set(Infinity, Infinity, Infinity);
            this.viewBoundingBoxLastFrame.max.set(-Infinity, -Infinity, -Infinity);
        }

        var sceneMaterialTransparent = this.material && this.material.transparent || false;
        this._doUpdateRenderList(this, camera, sceneMaterialTransparent, renderList, updateSceneBoundingBox);

        renderList.endCount();

        return renderList;
    }
function ( camera , updateSceneBoundingBox ) { var id = camera . __uid__ ; var renderList = this . _renderLists . get ( id ) ; if ( ! renderList ) { renderList = new RenderList ( ) ; this . _renderLists . put ( id , renderList ) ; } renderList . startCount ( ) ; if ( updateSceneBoundingBox ) { this . viewBoundingBoxLastFrame . min . set ( Infinity , Infinity , Infinity ) ; this . viewBoundingBoxLastFrame . max . set ( - Infinity , - Infinity , - Infinity ) ; } var sceneMaterialTransparent = this . material && this . material . transparent || false ; this . _doUpdateRenderList ( this , camera , sceneMaterialTransparent , renderList , updateSceneBoundingBox ) ; renderList . endCount ( ) ; return renderList ; }
Traverse the scene and add the renderable object to the render list.
It needs camera for the frustum culling.

@param {clay.Camera} camera
@param {boolean} updateSceneBoundingBox
@return {clay.Scene.RenderList}
Traverse the scene and add the renderable object to the render list . It needs camera for the frustum culling .