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  Flash-esque rendering strategy?  (Read 473 times)
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Offline DrewLols

Senior Member


Medals: 1
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Noob going through metamorphosis...


« Posted 2013-09-17 17:08:29 »

My question isn't at all advanced.  I used to be a flash developer shamelessly coding in the timeline.  Rendering wasn't ever done by making OpenGL calls, or explicitly telling an object to render itself to the screen, vector art notwithstanding.  It was done by placing a renderable object in a container that was directly or indirectly connected to the root.  Advanced transformations to objects could be made by nesting objects into containers and transforming the containers, or container's parent.  I've essentially replicated the effects that flash does with LWJGL for my game, and I just want to know...

Is there a name for this kind of indirect rendering strategy???

You have no idea how frustrating it is to Google this concept without having a name to type in the search bar.  So, that's it.  I just need a name, people!

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Offline Danny02
« Reply #1 - Posted 2013-09-17 17:26:54 »

Something along the way of scene-graph. Will the google-fu be with you.

Doing something this way is of course a good thing at first. It's better to have a collection of things which know how to render themselves instead one instance which knows how to render any kind of thing.

On the other hand this way isn't that good when trying to optimize for the way how OpenGL works. In OpenGL you always want to batch things together which are rendered in the same way.

So my idea of a perfect rendering strategy is to sort all things which are rendered so they can be divided automaticly into batches.
Offline DrewLols

Senior Member


Medals: 1
Projects: 1


Noob going through metamorphosis...


« Reply #2 - Posted 2013-09-17 17:42:42 »

Something along the way of scene-graph. Will the google-fu be with you.

Doing something this way is of course a good thing at first. It's better to have a collection of things which know how to render themselves instead one instance which knows how to render any kind of thing.

On the other hand this way isn't that good when trying to optimize for the way how OpenGL works. In OpenGL you always want to batch things together which are rendered in the same way.

So my idea of a perfect rendering strategy is to sort all things which are rendered so they can be divided automaticly into batches.

Yeah, yeah.  I extend my Displayable class whenever I need to optimize a type of rendering.  For instance, since I'm coding in pure LWJGL, I need to make my own TiledMap class.  I made a Displayable class for rendering tiles in a matrix, since it wouldn't be feasible to add a bunch of display objects to a container with a backing array.  My TiledMap is in the the Displayable family, and is composed of Renerable tiles.  It stores them in a matrix so that offscreen optimizations can be made.  I only get so far with what you call a Screen-Graph.  I make particular Displayable objects when optimizations need to be made.  Thanks for the terminology, friend!

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