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Separate all rendering code into one package and write all glue code needed for
it to work as a separate unit traversing the Scene Graph.
Try to make the Scene Graph produce series of Rendering Entities stored in
queue. These entities will get scheduled by the renderer. Things like
transparency, reflection and other effects could be then easily added as
Scheduling Rules.
E.g.: When we render a scene with a mirror, we need stencil and scene-in-mirror
rendering to be done after z-buffer will contain all 'normal' objects possibly
standing between camera and the mirror. The mirror scene node generates a
Rendering Entity, let's call it "Scene Window Entity". It gets scheduled after
currently rendered Scene Window finishes rendering 'normal' objects. Volumetric
and transparent geometry would follow, etc. Portal(tm) is another thing, which
comes to my mind.
Original issue reported on code.google.com by yinotaurus on 25 Mar 2011 at 11:38
The text was updated successfully, but these errors were encountered:
Original issue reported on code.google.com by
yinotaurus
on 25 Mar 2011 at 11:38The text was updated successfully, but these errors were encountered: