<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Introduction to Rendering and Shaders in Godot :: Code 3</title><link>https://hfu-gmb-code3.github.io/Lecture/topic_07_rendering_and_shaders_in_godot_ch/index.html</link><description>The Rendering Pipeline In order to render a picture from the data contained within the scene tree (or scene graph) in a game engines such as Godot, all data needs to be prepared and presented to the rendering pipeline. This is done by traversing the scene graph. During this process, each node within the scene is visited once and all the data it contains is sent to the rendering pipeline. A typical scene graph traversal is performed “depth first”, that is, whenever a node with children and siblings is currently visited, the next step will be to first visit its list of children and then continue with its next sibling.</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://hfu-gmb-code3.github.io/Lecture/topic_07_rendering_and_shaders_in_godot_ch/index.xml" rel="self" type="application/rss+xml"/></channel></rss>