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RenderProbably one of the most useful systems in the framework. Performs all of the graphics stuff. Key conceptsViewVirtual camera perspective. Can be set using a position vector and a rotation quaternion, or by directly feeding in a view and perspective matrices. LayerObjects can be assigned to a layer. Curently there are 7 layers. Objects in higher layers will be drawn on top of the objects in lower layers. Graphics PrimitiveA geometric shape that can be rasterized. The framework currently supports the rasterization of triangles and straight line segments. Draw List EntryA record in the draw list. The draw list is list of all of the objects, consisting of graphics primitives, that compose the rendered scene. To be eligble for being rendered to the screen, the object must be added to the draw list. VertexA point consisting of some kind of a coordinate and possibly some other data. Used to construct graphics primitives. A triangle consists of 3 vertices, a line segment of 2. Can be arranged in a buffer in list form. IndexReference to a vertex. Can be arranged in a buffer in list form. Invented as a digital computer memory saving measure sometime in the late 20th century. TextureRaster image that can be applied to the surface of a graphics primitive during rendering. MaterialSet of surface properties, possibly including a reference to a texture. Determines how the surface of a graphics primitive will be rendered. LightIf there was no light we could just clear the screen with a black color instead of rendering anything and you wouldn't even know. LightmapPrecomputed surface illumination for static objects. Allows the usage of some rather slow algorithms for lighting computations, i.e. ray tracing, path tracing, radiosity. ArmatureConsists of bones. Allows deformation of a 3D model via the transfors of the bones. Can be animated. BackendsOpenGLWritten in a subset of OpenGL 4.0 and WebGL, this is the main rendering backend of the framework. Direct3DThis backend uses the Direct3D9 fixed function pipeline. Not tested, but should work with Direct3D7 level hardware. Curently only supports static model, dynamic model and line rendering. SoftwareThis backend does all of the rendering on the CPU. Curently only supports static model, dynamic model and line rendering. Lighting TypesDynamic lightCan either be configured to act as a point light, or a spotlight. No real limit on the ammount of lights in the scene, but each object can be illuminated by only 4 lights at the same time. Directional lightLight which is originating from a light source infinitely far away. Useful for modelling sunlight. The framework allows a single directional light to be used in the scene. Ambient lightAdds some base lighting to every object in the scene. Has no direction. LightmapPre-computed lighting for a 3D model. Stored as a texture image. Only available to static models. Programming in C++
Initialization the same as with other systems.
// UI system needs to be initialized first
There's too many functions in the system to list, but here's some more useful ones.
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