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luasitdown

why so complex in rendersystem

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That is a statement, but I think I know the question that was implied... why?

I offer that this technique is used to make the overall system more extensible, which is one of the advantages to using an object oriented design. With each layer of abstraction that is added to a system, you are enabling the ability to put essentially endless functionality at that level. So, for instance, if you want to change the dimensions of your viewport, you could do that with a few lines of code, but the ripple effect could break other parts of your program that have until now relied on the fact that your viewport dimensions are always what you had hard coded them to be. With a good design, the methods and repercussions of making this change would be hidden and inconsequential to the rest of your system, because all changes that are made within a module are self-contained. Any boundary spanning functions (such as those which receive input from and send information to other modules) should shield the module from bad input and validate its own output. So what they are doing with Ogre is adding a functional layer while at the same time allowing themselves to make a change at any time to a particular subsystem without having to worry about introducing bugs.

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When you enter the world of object orientation, you are drowned by meaningless classes and confusion. If you think of the alternative (countless functions with no organization), you start to appreciate the effects of OOP.

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