If you start directly from OpenGL or DirectX, there is no idea of resource management at all. The so-called resources, that is, content to read from the file as I use those files, so we see more models, bones, materials, shaders, textures, fonts and so on. But ev-globe5.0 as an engine, in order to unified management, so there is the idea of resource management, resulting in the concept of resource manager. Explorer has its own resource manager for the management of models, bones, materials, shaders, textures, fonts, etc., including loading, locating, initializing, destroying, and locating resources. Model (MESH): binary format that can be loaded quickly. Extension is mesh. If the mesh contains morph animations or pose animations, the animation data will also be included in the mesh. Skeleton (Skeleon): Bone data is a subsidiary of a model file that provides bone hierarchy relationships and corresponding keyframe data. The extension is Skeleon. Material (material): A material script file defines the state information required to render a geometry object. The material script can be used directly in the model file (or it can be written dead in the program). The extension is material. GPU Program: Shader, extension CG, HLSL, GLSL. Textures (texture): Use the Openil picture library to basically support 2D images of any format as texture data. Font: Not a font file, but an index of specific font information (such as the font size, the file name of the system font), with the extension fontdef
A simple understanding of the ev-globe5.0 resource system