博客
关于我
强烈建议你试试无所不能的chatGPT,快点击我
(转)ogreUML类图
阅读量:6580 次
发布时间:2019-06-24

本文共 2323 字,大约阅读时间需要 7 分钟。

At the very top of the diagram is the Root object. This is your 'way in' to the OGRE system, and it's where you tend to create the top-level objects that you need to deal with, like scene managers, rendering systems and render windows, loading plugins, all the fundamental stuff. If you don't know where to start, Root is it for almost everything, although often it will just give you another object which will actually do the detail work, since Root itself is more of an organiser and facilitator object. The majority of rest of OGRE's classes fall into one of 3 roles:
Scene Management
This is about the contents of your scene, how it's structured, how it's viewed from cameras, etc. Objects in this area are responsible for giving you a natural declarative interface to the world you're building; ie you don't tell OGRE "set these render states and then render 3 polygons", you tell it "I want an object here, here and here, with these materials on them, rendered from this view", and let it get on with it.
Resource Management
All rendering needs resources, whether it's geometry, textures, fonts, whatever. It's important to manage the loading, re-use and unloading of these things carefully, so that's what classes in this area do.
Rendering
Finally, there's getting the visuals on the screen - this is about the lower-level end of the rendering pipeline, the specific rendering system API objects like buffers, render states and the like and pushing it all down the pipeline. Classes in the Scene Management subsystem use this to get their higher-level scene information onto the screen.
You'll notice that scattered around the edge are a number of plugins. OGRE is designed to be extended, and plugins are the usual way to go about it. Many of the classes in OGRE can be subclassed and extended, whether it's changing the scene organisation through a custom SceneManager, adding a new render system implementation (e.g. Direct3D or OpenGL), or providing a way to load resources from another source (say from a web location or a database). Again this is just a small smattering of the kinds of things plugins can do, but as you can see they can plug in to almost any aspect of the system. This way, OGRE isn't just a solution for one narrowly defined problem, it can extend to pretty much anything you need it to do.

转载地址:http://lyino.baihongyu.com/

你可能感兴趣的文章
CentOS自动登录Gnome
查看>>
第一章,重点总结
查看>>
nmon 安装
查看>>
LeetCode - 49. Group Anagrams
查看>>
移动前端不得不了解的html5 head 头标签
查看>>
Tomcat 服务器性能优化
查看>>
【框架学习】ibatis DAO框架分析
查看>>
ZOJ 3640 Help Me Escape
查看>>
Eclipse开发工具介绍
查看>>
putty与emacs
查看>>
Windows上验证过的一些乱七八糟的笔记
查看>>
设置桌面背景
查看>>
C#下实现的半角转与全角的互转
查看>>
PreparedStatement vs Statement
查看>>
使用texturePaker批量转化pvr为pn
查看>>
自我介绍
查看>>
洛谷[P1002]过河卒
查看>>
截取指定网站Html编码
查看>>
作业一 统计软件简介与数据操作
查看>>
css布局
查看>>