Wartbed:Rendering Engine Structures
From Dark Omen Wiki
(Difference between revisions)
(4 intermediate revisions not shown) | |||
Line 1: | Line 1: | ||
+ | {{ambox|type=content|text=This information may be conflicting with that set out in [[WARTBED/Design# Model-View-Controller|The MVC part of the design document]]}} | ||
+ | |||
+ | |||
+ | {{parent|WARTBED/Data structures}} | ||
+ | Data structures pertaining to the graphics (presentation, rendering) system of WARTBED. | ||
+ | |||
==Terrain== | ==Terrain== | ||
WARTBED should be capable of handling both model-based (f.i. Dark Omen) and heightmap-based (f.i. Myth) terrains. | WARTBED should be capable of handling both model-based (f.i. Dark Omen) and heightmap-based (f.i. Myth) terrains. |
Current revision as of 22:42, 22 February 2009
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