This was an extended digression into architecture planning, which became necessary in order to suitably map out the role for the `TurnoutSystem` — which can now be defined as ''mediator'' to connect and forward control- and parameter data while specific render invocation proceeds through the render node network.
40 lines
1,008 B
C++
40 lines
1,008 B
C++
/*
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TurnoutSystem - Encapsulation of the state corresponding to a render calculation
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Copyright (C)
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2008, Hermann Vosseler <Ichthyostega@web.de>
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**Lumiera** is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version. See the file COPYING for further details.
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* *****************************************************************/
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/** @file turnout-system.cpp
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** Implementation details of some statefull operations needed from within the render calculation.
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** @todo unfinished draft from 2009 regarding the render process
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*/
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#include "steam/engine/turnout-system.hpp"
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namespace steam {
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namespace engine {
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namespace { // Details...
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} // (END) Details...
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// using mobject::Placement;
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// using mobject::session::Effect;
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/** @internal */
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}} // namespace engine
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