Engine to render different types of graphic objects

Engine to render different types of graphic objects

By : ImreFitos
Date : November 18 2020, 01:01 AM
I hope this helps you . I am a huge fan of templates, but you may find in this case that they are cumbersome (though not necessarily the wrong answer). Since it appears you may be wanting diverse object types in your drawing container, inheritance may actually be a stronger solution.
You will want a base type which provides an abstract interface for drawing. All this class needs is some function which provides a mechanism for the actual draw process. It does not actually care how drawing occurs, what's important is that the deriving class knows how to draw itself (if you want to separate your drawing and your objects, keep reading and I will try to explain a way to accomplish this):
code :
class Drawable {
    // This is our interface for drawing.  Simply, we just need 
    // something to instruct our base class to draw something.
    // Note: this method is pure virtual so that is must be 
    // overriden by a deriving class.
    virtual void draw()  = 0;

    // In addition, we need to also give this class a default virtual 
    // destructor in case the deriving class needs to clean itself up.
    virtual ~Drawable() { /* The deriving class might want to fill this in */ }
class Circle : public Drawable {

    void draw() { 
        // Do whatever you need to make this render a circle.

    ~Circle() { /* Do cleanup code */ }

class Tetrahedron : public Drawable {
    void draw() { 
        // Do whatever you need to make this render a tetrahedron.

    ~Tetrahedron() { /* Do cleanup code */ }


class DrawableText : public Drawable {
    std::string _text;

    // Just to illustrate that the state of the deriving class 
    // could be variable and even dependent on other classes:
    DrawableText(std::string text) : _text(text) {}

    void draw() { 
        // Yet another override of the Drawable::draw function. 

    ~DrawableText() { 
        // Cleanup here again - in this case, _text will clean itself 
        // up so nothing to do here.  You could even omit this since
        // Drawable provides a default destructor.

void do_drawing() {

    // This works, but consider checking out unique_ptr and shared_ptr for safer 
    // memory management
    std::vector<Drawable*> drawable_objects;
    drawable_objects.push_back(new Circle);
    drawable_objects.push_back(new Tetrahedron);
    drawable_objects.push_back(new DrawableText("Hello, Drawing Program!"));

    // Loop through and draw our circle, tetrahedron and text.
    for (auto drawable_object : drawable_objects) {

    // Remember to clean up the allocations in drawable_objects!
class Drawable {
    // Now takes parameters which hold program state
    virtual void draw(DrawContext& draw_context, WorldData& world_data)  = 0;

    virtual ~Drawable() { /* The deriving class might want to fill this in */ }
class World {


    WorldGeometry geometry; // Would hold triangle data.
    WorldOccluder occluder; // Runs occlusion tests against
                            // the geometry and flags what's visible and 
                            // what is not.
    WorldCollider collider; // Handles all routines for collision detections.
    WorldDrawer drawer;     // Draws the world geometry.

    void process_and_draw();// Optionally calls everything in necessary
                            // order.
class WorldOccluder {

    // I do not need anything more than a WorldGeometry reference here //
    WorldOccluder(WorldGeometry& geometry) : _geometry(geometry)

    // At this point, all I need to function is the position of the camera //
    WorldOccluderResult check_occlusion(const Float3& camera) {
        // Do all of the world occlusion checks based on the passed 
        // geometry and then return a WorldOccluderResult
        // Which hypothetically could contain lists for visible and occluded
        // geometry

    WorldGeometry& _geometry;
template <typename TEffect, TDrawable>
void draw(TEffect& effect, TDrawable& drawable, const Matrix& world, const Matrix& view, const Matrix& projection) {

    // Setup effect matrices - our effect template 
    // must provide these function signatures

    // Do some drawing! 
    // (NOTE: could use some RAII stuff here in case drawable throws).
    for (int pass = 0; pass < effect.pass_count(); pass++) {
        drawable.draw();    // Once again, TDrawable objects must provide this signature

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Render a vector graphic (.svg) in C++

Render a vector graphic (.svg) in C++

By : user2454387
Date : March 29 2020, 07:55 AM
Any of those help The wxsvg library allows loading and manipulating SVG files. Qt also has an SVG module.
How do I make ASP.NET MVC 3 render objects with complex types in the auto-generated views?

How do I make ASP.NET MVC 3 render objects with complex types in the auto-generated views?

By : Earth
Date : March 29 2020, 07:55 AM
it helps some times Are you asking to upgrade to the razor syntax? Otherwise it should still work in mvc 3. Just place your the code in his example in Views/Shared/EditorTemplates/Object.ascx
Game engine vs graphic engine vs rendering engine

Game engine vs graphic engine vs rendering engine

By : Егор Сидоркин
Date : March 29 2020, 07:55 AM
This might help you there are two types of render engines. One type is called graphic engine which calculates images from data you put in and helps you to draw it. The other type are engines like a rendering engine of HTML. These engines draw element which are defined in HTML. A game engine is a bundle of different functions you need to build a game. For example they contain graphic-engines, physic-engines, sound-engines and so on.
Engines like Unreal-Engine 4 or CryEngine are very huge game-engines. You can do alot of stuff with them. To answer your questions: Yes with UE4 and CryEngine you can create graphics and CGI.
Unable to Render 3D Graphic using Three.js

Unable to Render 3D Graphic using Three.js

By : Raven Munnin
Date : March 29 2020, 07:55 AM
help you fix your problem You don't have the correct this inside the loader.load() callback, which is exactly what the browser is telling you.
code :
var _this = this
loader.load(..., function(obj){ _this.scene.add(obj })
Objects graphic messed up when adding lightweight render pipeline

Objects graphic messed up when adding lightweight render pipeline

By : user2854293
Date : March 29 2020, 07:55 AM
like below fixes the issue You are using shaders that are incompatible with the LWRP. The Unity Editor can try to automatically replace them with compatible ones. In the menu, do Edit -> Render Pipeline -> Upgrade Project Materials to LightweightRP Materials, and then Unity will do its best to upgrade the materials/shaders.
This may be only a partial solution depending on if Unity can find a suitable replacement for all of your shaders or not.
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