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CnC_Renegade/Code/ww3d2/DX8 Rationalizations.txt

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This document is going to be a place to put descriptions of our reasoning for any "confusing" design decisions made during the conversion to DX8.
TODO: WRITE PROPER DESCRIPTIONS FOR ALL OF THE FOLLOWING!!!
Lighting
--------
The user has two choices regarding lighting. SimpleSceneClass will just install the first four LightClasses
into DX8 and let them affect all objects. Otherwise, you need to implement a SceneClass which wraps each
top-level render object and associates a LightEnvironmentClass with it. In your 'Customized_Render' function
you need to update each object's LightEnvironment object from the lights around it.
Mesh Rendering System
---------------------
Grouped by FVF format and material settings. Many meshes can share a single VB and IB...
MeshModel Sharing
-----------------
It would be nice if MeshClass just Add_Ref'd the same mesh model whenever we re-use a mesh. The problems with
this are:
- the transform which is used during deffered rendering and during decal rendering
- instance specific light environment pointer is in the mesh model class
- lots of other stuff <-- FILL THIS IN!