I've been doing some thought of this kind of stuff myself, and it was actually a part of the reason I was considering hopping over to Ogre3D. I would actually suggest however taking a look at Light Indexed Deferred Rendering or Inferred Rendering as possible alternate implementations however, which address some of the issues deferred rendering has at the expense of a little bit of performance. There is something else to take in to account performance wise. It may be wise to design the resource manager in a data-orientated way, meaning to store all of a variable's values, such as a vec3's x value, in a single array. dtEntity's properties class seems to do this. This will assist in preventing cache misses, and thus increase the speeds of going through data. I would suggest however using memsize types where possible (I.E. using size_t instead of unsigned int), which will eat up slightly more memory, but will also help prevent memory allocation errors on 64 bit platforms.
Cheers, Peter ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48415#48415 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

