Wartbed:Rendering Engine Structures
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This information may be conflicting with that set out in The MVC part of the design document |
The parent for this article is WARTBED/Data structures
Data structures pertaining to the graphics (presentation, rendering) system of WARTBED.
Contents |
Terrain
WARTBED should be capable of handling both model-based (f.i. Dark Omen) and heightmap-based (f.i. Myth) terrains.
namespace wartbed { namespace ogre { class Terrain { }; class HeightMapTerrain : public Terrain { }; class ModelTerrain : public Terrain { }; } }
Example data files
blah blah
Units
WARTBED should be capable of handling both sprite-based (Dark Omen and Myth) regiments and model-based ones. Further, regiments should be able to handle mixed-type units, enabling simultaneous use of sprites and models in the same regiment (allowing for gradual replacement of sprites etc).
namespace wartbed { namespace ogre { class Unit // unit of the rendering engine { wartbed::Unit *pUnit; // the game engine unit }; class SpriteUnit : public Unit { }; class ModelUnit : public Unit { }; } }
Example data files
blah blah