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3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
Chapter
4
Scene Graphs
C
hapters 2 and 3 were about dr awing geometric pr imitives to a window. This
chapter is about organizing the primitives to efficiently feed the renderer and
covers the two competing schools of thought; namely, that the organization should
be spatial, where objects are grouped together based on their spatial proximity, or
state based, where objects are grouped together based on their common render state.
I will briefly discuss both concepts here, concluding that the data structure for object
organization—called a scene graph—should support both aspects of spatial proximity
and render-state coherency.
4.1 Scene Graph Design Issues
Most ...
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Publisher Resources

ISBN: 9781482267303