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OpenGL ES 3.0 Cookbook by Parminder Singh

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Chapter 10. Scene Management with Scene Graphs

In this chapter, we will cover the following recipes:

  • Implementing the first scene using a scene graph
  • Adding local and relative transformations
  • Adding parent-child support in the scene graph
  • Creating complex models with a transformation graph
  • Implementing picking with the ray trace technique
  • Implementing 2D textured button widgets
  • Navigating the scene with a camera system
  • Implementing the scene with multiple views

Introduction

In all our previous chapters, we programed various recipes in a modeled centric way where we have an engine manager (renderer) that does all the required rendering activities for models. This approach is great for learning purposes, but in a real use case, we need scalability and manageability ...

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