Wartbed:Rendering Engine Structures
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(Redirected from Rendering Engine Structures)
| 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

