• Ogre3d


    SceneManager

    MovableObject 

     Entity

     Camera

     Light

    SceneNode

    Material

     

    Resource Management

    ResourceGroupManager

    ResourceManager

    Mesh

    Texture

    GpuProgram

    ArchiveFactory

     

    Rendering

    Renderable

    RenderWindow

    HardwareBufferManager

    RenderSystem

    Scene Management
    This is about the contents of your scene, how it's structured, 
    how it's viewed from cameras, etc. Objects in this area are 
    responsible for giving you a natural declarative interface to 
    the world you're building; ie you don't tell OGRE "set these 
    render states and then render 3 polygons", you tell it "I want 
    an object here, here and here, with these materials on them, 
    rendered from this view", and let it get on with it.
    Resource Management
    All rendering needs resources, whether it's geometry, textures, 
    fonts, whatever. It's important to manage the loading, re-use and 
    unloading of these things carefully, so that's what classes in this area do.
    Rendering
    Finally, there's getting the visuals on the screen - this is about 
    the lower-level end of the rendering pipeline, the specific rendering 
    system API objects like buffers, render states and the like and pushing 
    it all down the pipeline. Classes in the Scene Management subsystem 
    use this to get their higher-level scene information onto the screen.
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  • 原文地址:https://www.cnblogs.com/stefan/p/1751486.html
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