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Mastering Android NDK by Viktor Latypov, Sergey Kosarevsky

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Chapter 8. Writing a Rendering Engine

In one of the previous chapters, we learned how to organize a thin abstraction layer on top of mobile and desktop OpenGL. Now, we can move into actual rendering territory and use this layer to implement a 3D rendering framework capable of rendering geometry loaded from files using materials, lights, and shadows.

The scene graph

A scene graph is a data structure commonly used to construct hierarchical representations of spatial graphical scenes. The main limitation of the classes introduced in Chapter 6, OpenGL ES 3.1 and Cross-platform Rendering is that they lack information on the scene as a whole. Users of these classes have to do ad hoc bookkeeping of transformations, state changes and dependencies, making ...

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