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.

 

 

posted on 2010-06-04 15:28  stefan321  阅读(246)  评论(0编辑  收藏  举报