Hello! First of all, great book, helped me out a lot. I actually implemented OpenGL deferred renderer and my engine works on Windows and Mac right now.
Sorry if this was discussed before, I searched forum but wasn't able to find similar questions.
I think I don't fully understand the concept of ResCache though. I want to implement the way to handle resources without cache for development stage. I saw few tips on that in source code, but can't figure out how to handle that. So when game is under development we use regular folders/file structure, but when we package our game, we cook resources in ResCache (per level or else doesn't matter). Is it logical to do so?
This is how I see it: I need ResourceManager that will handle all resources and if I request resource it will give me some proxy but that proxy may or not be cached resource.
Secondly, I want to define resource paths in XML files. The way I see it: we have SomeActor.xml
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And in Content\Materials we have MAT_Cube.xml definition
Is this right thing to link material XML file in TestActor.xml definition?
Thirdly, my rendering goes like this: when Actor Factory finds MeshRenderComponent in XML file, it creates RenderComponent and attach it to the actor. Then event is fired and my Scene creates OpenGLSceneNode and assign weak pointer to RenderComponent itself wich loads up mesh info, textures and shaders, setup buffers, etc.
In my render function my Renderer calls root node (SceneNode) to render and SceneNode node render all OpenGLSceneNode children.
Is this correct way of doing things?
Sorry if this was discussed before, I searched forum but wasn't able to find similar questions.
I think I don't fully understand the concept of ResCache though. I want to implement the way to handle resources without cache for development stage. I saw few tips on that in source code, but can't figure out how to handle that. So when game is under development we use regular folders/file structure, but when we package our game, we cook resources in ResCache (per level or else doesn't matter). Is it logical to do so?
This is how I see it: I need ResourceManager that will handle all resources and if I request resource it will give me some proxy but that proxy may or not be cached resource.
Secondly, I want to define resource paths in XML files. The way I see it: we have SomeActor.xml
Source Code
And in Content\Materials we have MAT_Cube.xml definition
Is this right thing to link material XML file in TestActor.xml definition?
Thirdly, my rendering goes like this: when Actor Factory finds MeshRenderComponent in XML file, it creates RenderComponent and attach it to the actor. Then event is fired and my Scene creates OpenGLSceneNode and assign weak pointer to RenderComponent itself wich loads up mesh info, textures and shaders, setup buffers, etc.
In my render function my Renderer calls root node (SceneNode) to render and SceneNode node render all OpenGLSceneNode children.
Is this correct way of doing things?
The post was edited 3 times, last by Ubuska ().