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@ -47,7 +47,8 @@ needs, see @ref AbstractTransformation-subclassing
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and its children are Object instances. The hierarchy has some transformation |
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type, identical for all objects (because for example having part of the tree |
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in 2D and part in 3D just wouldn't make sense). Common usage is to typedef |
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%Scene and %Object with desired transformation type: |
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%Scene and %Object with desired transformation type to save unnecessary typing |
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later: |
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@code |
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typedef SceneGraph::Scene<SceneGraph::MatrixTransformation3D<>> Scene3D; |
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typedef SceneGraph::Object<SceneGraph::MatrixTransformation3D<>> Object3D; |
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@ -193,6 +194,8 @@ by calling Object::setClean(). Camera, for example, calls it automatically
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before it starts rendering, as it needs its own inverse transformation to |
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properly draw the objects. |
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See @ref AbstractFeature-subclassing-caching for more information. |
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@section scenegraph-construction-order Construction and destruction order |
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There aren't any limitations and usage trade-offs of what you can and can't do |
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