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+Revision <B>1.2</B>, <i>Fri Feb 16 08:50:21 2001 UTC</i> (17 months, 1 week ago) by <i>corvazier</i>
+<BR>Branch: <b>MAIN</b>
+<BR>CVS Tags: <b>nel_0_4, georges_v2, demo_0_1, HEAD</b><BR>Changes since <b>1.1: +29 -29
+ lines</b><PRE>
+English daibeug :)
+</PRE>
+</td></tr></table><HR noshade><PRE>
+/**
+\page 3d_overview NeL 3d pipeline overview
+
+\author Cyril Corvazier
+
+
+The rendering process is composed of several traversals. Each traversal acts on their models using an observer.
+The rendering process is done following this pipeline:
+
+ &nbsp; &nbsp; &nbsp; &nbsp;- Transform animation traversal
+ &nbsp; &nbsp; &nbsp; &nbsp;- Transform traversal
+ &nbsp; &nbsp; &nbsp; &nbsp;- Load ballancing traversal
+ &nbsp; &nbsp; &nbsp; &nbsp;- View determination and culling traversal
+ &nbsp; &nbsp; &nbsp; &nbsp;- Detail animation traversal
+ &nbsp; &nbsp; &nbsp; &nbsp;- Lighting traversal
+ &nbsp; &nbsp; &nbsp; &nbsp;- Render traversal
+
+\subsection trans_anim transform's animation Traversal
+
+This traversal must eval the transform's animated value to get the final parent relative world matrix of each model.
+We must do this pass to know where each model is.
+
+\subsection trans Transform traversal
+
+This traversal composes each transform's matrix with the parent one to get the final world matrix.
+This pass is used to perform hierarchical animation of models.
+
+\subsection balance Load balancing traversal
+
+For each model traversed this traversal evaluates what rendering resources the model requires.
+It counts the number of primitives that it needs to have rendered and amount of vram used by their textures.
+
+\subsection cull View determination and culling traversal
+
+This traversal clips models that are not visible. It uses clusters/portals for interiors and a frustrum clipping for exteriors.
+
+\subsection detail_anim Detail animation traversal
+
+This traversal computes the animation for all values not animated in the first pass (transform animation).
+Animation is done in 2 passes because the first must be done to get models' world bounding box used in
+view determination. The second pass is done only on visible objects.
+
+\subsection lighting Lighting traversal
+
+This traversal computes dynamic lighting for each visible model with non-clipped lights.
+
+\subsection render Render traversal
+
+Render is the most complex traversal.
+
+ &nbsp; &nbsp; &nbsp; &nbsp;- If the model uses skinning, it will compute bones world matrices. Matrices have been set by second animation pass but they need to be combined with their parents.
+ &nbsp; &nbsp; &nbsp; &nbsp;- If the model has an inverse kinematics solver attached, it is evaluated next.
+ &nbsp; &nbsp; &nbsp; &nbsp;- If the model supports resource load ballancing, the final count of rendering primitives is ajusted in function of the distance from the camera.
+ &nbsp; &nbsp; &nbsp; &nbsp;- The primitives to send to the driver are built.
+ &nbsp; &nbsp; &nbsp; &nbsp;- The primitives are rendered by the driver.
+
+*/
+</PRE> \ No newline at end of file