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Mesh rendering managment

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Hi, I have a some questions about designing a rendering system. At this moment I have my small engine. The idea for the design was to have one internal mesh format and materials with some features like multipass rendering, shaders etc. For this moment I am able to describe materials and material/shader input in script files, load it and call rendering function with mesh and material as parameters. By now I am only able to draw single objects. Is this possible to use this system for big game levels ? is this going to be efficient (I mean rendering a level as a huge number of separate objects - with some HSR optimization of course), or should I have a specialized rendering functions for entire levels? ---- I also have some doubts about grouping meshes by materials. I can think about approach that traverses the scene graph and builds lists of meshes for a specific material, and after this it renders every mesh on every list. But I've red that scene graphs shouldn't be involved to material sorting. So how to desing efficient material grouping system? thanks for your time

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