ABSTRACT

Chapters 2 and 3 were about drawing geometric primitives to a window. Thischapter is about organizing the primitives to efficiently feed the renderer and covers the two competing schools of thought; namely, that the organization should be spatial, where objects are grouped together based on their spatial proximity, or state based, where objects are grouped together based on their common render state. I will briefly discuss both concepts here, concluding that the data structure for object organization-called a scene graph-should support both aspects of spatial proximity and render-state coherency.