Scene Preprocessor
Scene Preprocessor is the boundary between a native scene graph and the GPU geometry used by a renderer. It traverses the scene hierarchy, resolves transforms and draw data, and prepares geometry with auxiliary buffers and textures. It does not render a texture itself.
| Port | Role |
|---|---|
| Scene In | Scene contributions from loaders, scene filters, cameras, lights and environment tools. |
| Geometry Out | Flattened geometry, with material texture pools and scene resources attached. |
Use it after Asset Loader, animation and hierarchy edits, and before a scene-aware Render Pipeline. Camera, environment and scene buffers, material texture arrays and a skybox travel with the geometry: shader bindings can resolve them by name without separate resource cables. Their presence depends on the incoming scene.
Asset Loader → Scene Graph Filter → Scene Preprocessor → Render Pipeline
Use Flattened Scene Filter after this process when splitting draws by material, tag, topology or render state. Use Scene Graph Filter before it when selecting by node path, name or component. These are different stages; see Scene tools.
A shader written for a single mesh is not automatically a scene renderer. It must use per-draw transforms and materials and consume the auxiliary data it needs. Model display is a quick geometry viewer, not a replacement for a complete scene-aware material shader.
See 3D scene pipeline for a complete wiring overview and Geometry and buffer utilities for explicit extraction of auxiliary resources.