I need a simple scenegraph for projectZ. The graphics portion (gx) can already do a lot of basic graphics tasks, and I think that gx itself should be just a renderer that draws what its told to, when its told to. It is the business of the game engine to determine which things are/n't visible. Where the camera is, which sector it is in, which other sectors are visible, etc should all be determined by not-the-renderer.
I'll make another post soon with details of what the scenegraph will do.
(Does anyone read this anyway?)
The graphics portion of projectZ can do this:
load OBJ models from disk (supporting v, n, vt and f directives)
load 8-bit, 24-bit and 32-bit TGA images from disk, to use as textures or heightfields.
draw lines, circles, arcs, polygons of varying color, thickness, with alpha blending
draw sprites scaled and rotated, with alpha blending
render text in various sizes from bitmap font texture (of course with alpha)
Render models with ambient, diffuse and specular light. Multiple lights supported (up to the hardware limit)
Texture mapping, with multiple textures supported at once (up to the hardware limit)
Z-buffer (render objects in any order without having to sort by distance)
Full 6 DOF camera movement (simultaneous up/down, left/right, forward/back, yaw, pitch, roll)
experimental portal system