Game Development Reference
In-Depth Information
Summary
This chapter focused on making our code capable to handle the loading and rendering
of multiple objects. The other important aspect we covered in this chapter was the
use of stacks to maintain the state of mvMatrix for object transformation operations
and rendering.
The other major code update was addition of the rendering of our scene at a
predefined frame rate. We also learned about positional lights and how to handle
multiple lights in any scene. Also keep in mind that using lights in a scene is a
GPU-intensive operation and if you have added a specular component to your light,
then the calculations become more intensive. The overall performance of your game
will depend on the intelligent use of lights in your scene.
We will play more with textures in our next chapter and will learn how to beautify
the scenes even more.
 
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