Going to go with the hierarchy then, it makes more sense when concatenating transforms and handling animation.
@L. Spiro: nice article, I'll definitely use it as a source when I get my feet on the ground with this.
@phantom: Yeah I figured doing all that processing at run time would be too slow, basically I'm creating a command line tool that parses models and spits out a binary representation that I can just load directly into memory and throw in a vertex buffer. I plan to include a header at the beginning of the file that specifies all the sizes of the different structures. As far as materials go is it just storing the shader constants and texture file names?
gemini_Member Since 12 Jun 2011
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