Original Post
Some questions conserning 3D rendering pipeline:
1: How do you store your meshes? in VertexBuffers only, or in selfmade mesh structures?
2: Where do you store your meshes? in a mesh-manager open for everyone to use, or at place: ( class CBoat includes a boat mesh)
3: If your mesh includes different textures, do you store your mesh as multiple sub meshes, or do you let a algorithm do the splitting job?
mesh: //multiple textures
sub_mesh: //one texture
sub_mesh: //one texture
...
4: When you render a mesh, do you send it to a rendering manager (witch later renders everything) or do you use straight forward (boat_mesh.render funcs inside your code)
5: How (in short terms) is your engine handeling different game parts conserning Rendering? Is this easy to handle?
im thinking about for example iy tou want your game to change to night vision, should you then have a change on every part of your simple rendering system, or only one change in your advansed rendering system.. if you know what i mean...