Original Post
After implementing a resource manager, which is fairly good. Although it can only handle textures at the moment, I figured it would be best to move on to a new topic. Unlike resource managers, or scene managers, I could find few articles explaining what the renderer is. Of course it is what renders the scene, but does it do anything else? The resource manager can load resources, and put them into forms we can use. The scene graph can manage the parents and children of the scene so that objects can derive their location from another so the sword is relative to the hand. So, here’s a couple of questions I have been pondering over the past week (I bet the answer for one of them will solve the rest.): 1) The renderer only renders the scene, nothing else, correct? Data is sent frame by frame to the renderer, and the renderer can sort based upon texture, distance, materials, shaders used, ect.. Depending on the input, it could render to a texture, or to the screen itself. 2) Should the renderer keep the data in it, or have it passed every frame? I would think keeping the data in it would be faster, but passing it in, the renderer would only need to know how to draw stuff. 3) If the data is sent in, it would be structs that contain vertex/index buffers, material, textures, and shaders. Thus for every object rendered, a struct would be pushed onto a list and sorted out. [Edited by - Valor Knight on April 11, 2006 1:47:41 PM]