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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
232 Chapter 4 Scene Graphs
set of local transformations. The Room Contents always have the identity transfor-
mation, never to be changed. This decision has the consequence that if you only have
a single instance (most likely the common case in a scene), a parent node should be
used to indirectly access that instance. If you are not consistent in the manner of ac-
cessing the object, your engine logic must distinguish between a single instance of
an object and multiple instances of an object, then handle the situations differently.
Thus, every geometric object must be manipulated as a node-geometry pair. Worse is
that if you plan on instancing a subgraph of nodes, that subgraph must have parent
nodes through which you access the instances. Clearly ...
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Publisher Resources

ISBN: 9781482267303