Design question, renderer and scene classes

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-1 comments, last by cozzie 10 years, 1 month ago

Hi,

During the improvements I'm doing on my engine, I've encountered a 'struggle'.

Here's my situation.

1. D3D renderer class, has a pointer to a 3d scene (of the d3dscene class) and pointer to camera class object

Also one of it's members is a single object of my renderqueue class

2. d3dscene class, having vectors with meshes, renderables, light etc.

3. Renderqueue class, keeping track of indices/ rendering order, vectors with visible renderables, enabled lights etc.

In my D3D renderer class render function, I call my D3D renderer class member function: update renderqueue.

Here's where my struggle is.

Would you cull objects, transform objects etc. in a member function of the d3dscene class (passing a pointer to the renderqueue and camera?) or would you keep this all in member functions of the d3d renderer class? (which I have now)

The reason why I ask is that I want to prevent doing a lot of not 'core renderer' things in member functions of my d3d renderer class.

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