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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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