SceneManager
MovableObject
Entity
Camera
Light
SceneNode
Material
Resource Management
ResourceGroupManager
ResourceManager
Mesh
Texture
GpuProgram
ArchiveFactory
Rendering
Renderable
RenderWindow
HardwareBufferManager
RenderSystem
Scene ManagementThis 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 ManagementAll 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.RenderingFinally, 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
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