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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
222 Chapter 4 Scene Graphs
encloses all the vertices. This information can always be generated procedurally and
does not require the artist’s input. The model bound is useful for identifying whether
or not the model is currently visible to an observer. All the model information created
by the artist, or procedurally generated from what the artist produces, is encapsulated
by the class
Geometry.
Vertex and Index Buffers
In Wild Magic version 3, the vertex positions and normals were stored as separate
arrays in the
Geometry objects. The vertex colors and texture coordinates were stored
in
Effect objects to be used in various special effects, whether of the flavor of the
fixed-function pipeline or a shader program. The separation of vertex attributes is
not ...
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Publisher Resources

ISBN: 9781482267303