Small issues with the graphics library and game engine.

Source: Internet
Author: User
Complaints, huh, huh
Do render pass require upper-layer management, that is, whether rendering should be fully automated.
Generally, a relatively complete engine like to hide each pass. As long as the game is thrown to some necessary information such as camera and light, no matter what it is, this is indeed much more convenient for the game. From model making to material editing scene Editor, to rendering to the game, the game does not need to care about graphics. In this way, the graphic engine needs to determine each pass for rendering based on the information such as the material given in advance, which may cause some performance loss. Some excellent Games also hand over the pass to the upper-Layer Management of the game. The upper-Layer Management is responsible for the function of rendering each pass. The advantage is that the physical and visual scenarios can be managed together, this reduces the traversal of some scenarios, but increases the complexity of the upper layer. If the graphic engine interface design is not beautiful, it may be confusing.
Generally, the engine tends to be fully automated in terms of ease of use. Of course, there are some things that will be difficult to handle in this regard, such as special effects rendering, which may damage the very beautiful interface originally written, one solution is to generate scripts for all special effects by the special effects Editor, which are executed by the rendering engine during the game.

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