Rendering large scenes
In the previous recipes, we learned how to manipulate scene graphs and render a scene with some editing capabilities added to it. Now, let’s move on to rendering a more complex scene, Lumberyard Bistro, along with all its materials. All the scene storage and optimization techniques we’ve covered in this chapter will really come into play, especially given the large number of objects we need to handle in this 3D scene. Let’s dive deeper and take a closer look.
Getting ready
Make sure to revisit the previous recipe, Putting it all together into a scene editing application, to refresh how our scene rendering is done.
The source code for this recipe is located in Chapter08/03_LargeScene
.
How to do it...
The rendering in this recipe is quite similar to the previous one, with a few key differences required to render the Bistro scene. The entire scene is made up of two separate mesh files: exterior.obj
and interior.obj
. We need...