Main() to OpenGL calls
by Gregory Stewart · in Torque Game Engine · 09/02/2003 (3:30 am) · 0 replies
Hi, I'm a noob (this is my first post). I just bought the Torque SDK. Mighty impressive if you ask me. Anyways, in an effort to help out other noob's like myself, I'm posting this.
Here's what it is: a engine code trace from main() to the actual OpenGL calls for terrain, TSMesh's (static meshes such as trees, rocks, etc), and Player. I'm posting this because I would have found it useful, so maybe someone else will. This is accurate as far as I can tell. If not, please someone let me know.
I realize that a lot of the function calls are similar for these three items, but it helps to give a good visual on the differences in the rendering stages. Hope this helps someone!
:-)
Terrain Rendering Trace
main()
run()
DemoGame::main()
TimeManager::process()
GameInterface::postEvent()
GameInterface::processEvent()
DemoGame::processTimeEvent()
GuiCanvas::renderFrame()
GameTSCtrl::onRender()
GuiTSCtrl::onRender()
GameTSCtrl::renderWorld()
GameRenderWorld()
SceneGraph::renderScene()
SceneGraph::traverseSceneTree()
SceneState::renderCurrentImages()
game/sceneGraph/sceneState.cc/ renderImage()
TerrainBlock::renderObject()
TerrainRender::renderBlock()
TSMesh (Static Meshes) Rendering Trace
main()
run()
DemoGame::main()
TimeManager::process()
GameInterface::postEvent()
GameInterface::processEvent()
DemoGame::processTimeEvent()
GuiCanvas::renderFrame()
GameTSCtrl::onRender()
GuiTSCtrl::onRender()
GameTSCtrl::renderWorld()
GameRenderWorld()
SceneGraph::renderScene()
SceneGraph::traverseSceneTree()
SceneState::renderCurrentImages()
SceneState::renderNode()
SceneState::renderNode()
game/sceneGraph/sceneState.cc/ renderImage()
TSStatic::renderObject()
TSShapeInstance::render( Point3F )
TSShapeInstance::render( S32, F32, Point3F )
TSShapeInstance::MeshObjectInstance::render()
TSMesh::render()
Player Rendering Trace
main()
run()
DemoGame::main()
TimeManager::process()
GameInterface::postEvent()
GameInterface::processEvent()
DemoGame::processTimeEvent()
GuiCanvas::renderFrame()
GameTSCtrl::onRender()
GuiTSCtrl::onRender()
GameTSCtrl::renderWorld()
GameRenderWorld()
SceneGraph::renderScene()
SceneGraph::traverseSceneTree()
SceneState::renderCurrentImages()
SceneState::renderNode()
SceneState::renderNode()
game/sceneGraph/sceneState.cc/ renderImage()
ShapeBase::renderObject()
Player::renderImage()
TSShapeInstance::render( Point3F )
TSShapeInstance::render( S32, F32, Point3F )
TSShapeInstance::MeshObjectInstance::render()
TSMesh::render()
Here's what it is: a engine code trace from main() to the actual OpenGL calls for terrain, TSMesh's (static meshes such as trees, rocks, etc), and Player. I'm posting this because I would have found it useful, so maybe someone else will. This is accurate as far as I can tell. If not, please someone let me know.
I realize that a lot of the function calls are similar for these three items, but it helps to give a good visual on the differences in the rendering stages. Hope this helps someone!
:-)
Terrain Rendering Trace
main()
run()
DemoGame::main()
TimeManager::process()
GameInterface::postEvent()
GameInterface::processEvent()
DemoGame::processTimeEvent()
GuiCanvas::renderFrame()
GameTSCtrl::onRender()
GuiTSCtrl::onRender()
GameTSCtrl::renderWorld()
GameRenderWorld()
SceneGraph::renderScene()
SceneGraph::traverseSceneTree()
SceneState::renderCurrentImages()
game/sceneGraph/sceneState.cc/ renderImage()
TerrainBlock::renderObject()
TerrainRender::renderBlock()
TSMesh (Static Meshes) Rendering Trace
main()
run()
DemoGame::main()
TimeManager::process()
GameInterface::postEvent()
GameInterface::processEvent()
DemoGame::processTimeEvent()
GuiCanvas::renderFrame()
GameTSCtrl::onRender()
GuiTSCtrl::onRender()
GameTSCtrl::renderWorld()
GameRenderWorld()
SceneGraph::renderScene()
SceneGraph::traverseSceneTree()
SceneState::renderCurrentImages()
SceneState::renderNode()
SceneState::renderNode()
game/sceneGraph/sceneState.cc/ renderImage()
TSStatic::renderObject()
TSShapeInstance::render( Point3F )
TSShapeInstance::render( S32, F32, Point3F )
TSShapeInstance::MeshObjectInstance::render()
TSMesh::render()
Player Rendering Trace
main()
run()
DemoGame::main()
TimeManager::process()
GameInterface::postEvent()
GameInterface::processEvent()
DemoGame::processTimeEvent()
GuiCanvas::renderFrame()
GameTSCtrl::onRender()
GuiTSCtrl::onRender()
GameTSCtrl::renderWorld()
GameRenderWorld()
SceneGraph::renderScene()
SceneGraph::traverseSceneTree()
SceneState::renderCurrentImages()
SceneState::renderNode()
SceneState::renderNode()
game/sceneGraph/sceneState.cc/ renderImage()
ShapeBase::renderObject()
Player::renderImage()
TSShapeInstance::render( Point3F )
TSShapeInstance::render( S32, F32, Point3F )
TSShapeInstance::MeshObjectInstance::render()
TSMesh::render()