comparison org/vision.org @ 262:0e85237d27a7

Added a diagram explaining RenderManager
author Dylan Holmes <ocsenave@gmail.com>
date Mon, 13 Feb 2012 06:48:40 -0600
parents 02b2e6f3fb43
children f8227f6d4ac6
comparison
equal deleted inserted replaced
251:63dafe7365df 262:0e85237d27a7
30 jMonkeyEngine allows you to create a =ViewPort=, which represents a 30 jMonkeyEngine allows you to create a =ViewPort=, which represents a
31 view of the simulated world. You can create as many of these as you 31 view of the simulated world. You can create as many of these as you
32 want. Every frame, the =RenderManager= iterates through each 32 want. Every frame, the =RenderManager= iterates through each
33 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there 33 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there
34 is a =FrameBuffer= which represents the rendered image in the GPU. 34 is a =FrameBuffer= which represents the rendered image in the GPU.
35
36 #+caption: =ViewPorts= are cameras in the world. During each frame, the =Rendermanager= records a snapshot of what each view is currently seeing.
37 #+attr_html:width="400"
38 [[../images/diagram_rendermanager.png]]
35 39
36 Each =ViewPort= can have any number of attached =SceneProcessor= 40 Each =ViewPort= can have any number of attached =SceneProcessor=
37 objects, which are called every time a new frame is rendered. A 41 objects, which are called every time a new frame is rendered. A
38 =SceneProcessor= recieves its =ViewPort's= =FrameBuffer= and can do 42 =SceneProcessor= recieves its =ViewPort's= =FrameBuffer= and can do
39 whatever it wants to the data. Often this consists of invoking GPU 43 whatever it wants to the data. Often this consists of invoking GPU