Original Post
Hi Everyone, I am doing a code review on my code so far and am looking at my base node class (base class from which the scene hierarchy is built). It is getting a little larger than I imagined and I am wondering if my class design is as good as it could be. For example, I have a m_renderPass member which can be values such as LIGHT, TERRAIN, UI etc. Does this really belong in the base node class though, or should it be in some kind of 'RenderableNode' sub-class? I guess the fundamental question is how far do I go with class hierarchy to make the classes space efficient without making them performance and maintenance inefficient? Thanks for any advice! Rael