TransformUpdatesAndRenderer.txt 607 B

12345678
  1. Renderer should have its own set of bounds and transforms (and an Oct-Tree for culling)
  2. - Updated at the end of frame from actual SceneObjects (if they changed)
  3. - See UE4: RendererScene
  4. - For Octree see Scene->PrimitiveOctree
  5. - See GenericOCtree.inl for OCtree implementation
  6. - Also see SceneVisibility, especially FrustumCull method
  7. - IMPORTANT: UE4 PrimitiveInfo and View (and View.PrimitiveVisibilityMap) seems like a good way to deal with the renderer.
  8. Those are resized only before frame (during SceneObject updates) and can be quickly iterated, read and updated by the renderer after