NLS Engine  v0.1
The Next Logical Step in game engine design.
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RenderableComponent.cpp File Reference

Provides the interface class definition for all renderable components. More...

#include <cassert>
#include <d3d9.h>
#include <d3dx9tex.h>
#include "RenderableComponent.h"
#include "../RenderModule.h"
Include dependency graph for RenderableComponent.cpp:

Go to the source code of this file.

Namespaces

namespace  GraphicsCore
 Namespace to contain every item that is related to the rendering engine. The name itself is a legacy, as is a lot of the code contain by it, from the Saturn V engine that built as part of Adam and Ricky's Engine class.

Detailed Description

Provides the interface class definition for all renderable components.

Author:
Ricky Curtice
Date:
20110713

Many of the Components used by the Entities in a game engine need to be rendered to the screen in some manner. The render engine needs to be able to easily differentiate between a component designed to be rendered and one that is not. This class provides that distinction: any class descended from this one is by definition renderable, and wil have its render method called by the render engine at the appropriate time.

This class also provides a method by which its descendents can indicate whether they are in screen-space or world-space. Eg. HUDs would be in screen-space, while a brick wall would be in world-space.

Definition in file RenderableComponent.cpp.