comparison org/vision.org @ 272:12e6231eae8e

Revised the RenderManager diagram.
author Dylan Holmes <ocsenave@gmail.com>
date Tue, 14 Feb 2012 23:12:56 -0600
parents aa3641042958
children dbecd276b51a
comparison
equal deleted inserted replaced
271:5833b4ce877a 272:12e6231eae8e
39 view of the simulated world. You can create as many of these as you 39 view of the simulated world. You can create as many of these as you
40 want. Every frame, the =RenderManager= iterates through each 40 want. Every frame, the =RenderManager= iterates through each
41 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there 41 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there
42 is a =FrameBuffer= which represents the rendered image in the GPU. 42 is a =FrameBuffer= which represents the rendered image in the GPU.
43 43
44 #+caption: =ViewPorts= are cameras in the world. During each frame, the =Rendermanager= records a snapshot of what each view is currently seeing. 44 #+caption: =ViewPorts= are cameras in the world. During each frame, the =Rendermanager= records a snapshot of what each view is currently seeing; these snapshots are =Framebuffer= objects.
45 #+ATTR_HTML: width="400" 45 #+ATTR_HTML: width="400"
46 [[../images/diagram_rendermanager.png]] 46 [[../images/diagram_rendermanager2.png]]
47 47
48 Each =ViewPort= can have any number of attached =SceneProcessor= 48 Each =ViewPort= can have any number of attached =SceneProcessor=
49 objects, which are called every time a new frame is rendered. A 49 objects, which are called every time a new frame is rendered. A
50 =SceneProcessor= recieves its =ViewPort's= =FrameBuffer= and can do 50 =SceneProcessor= recieves its =ViewPort's= =FrameBuffer= and can do
51 whatever it wants to the data. Often this consists of invoking GPU 51 whatever it wants to the data. Often this consists of invoking GPU