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An example of a good design of a node structure of a Vulkan Scene Graph #1190

Answered by robertosfield
kariem2k asked this question in Q&A
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In some ways the VulkanSceneGraph is much like scene graphs that came before it - the scene graph hierarchy provides the capability to cull subgraphs using culling nodes - like vsg::CullNode/CullGroup/LOD/PagedLOD, and to manage logical structure with vsg::Group/vsg::Swtch, scene graph transforms with vsg::Transform/MatrxiTransform/AbsoluteTransform though to state StateGroup the various StateCommand through to rendering leaves like vsg::Geometry/VertexIndexDraw.

Principles used in prior scene graph that worked well for performance and easy of scene management that works with prior scene graphs also carry over to the VSG - well balanced scene graphs, with attention paid to effective culli…

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