Just make it exist first
Prototyping the Rendering Pipeline

As announced in a previous post, I've made progress on the rendering pipeline. The SceneGraph and RenderPass system are in place now, separating scene graph traversal from the actual rendering commands.
I added a RenderPassFactory that takes a scene Snapshot and converts it into RenderCommands. The goal was to decouple what's in the scene (meshes, materials) from how it gets rendered. It's working, though there's room for improvement - but I'm avoiding feature creep for now.
Here's the basic flow:
create SceneGraph -> take Snapshot -> create RenderPass
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process by RenderingDevice <- extract RenderQueue
The RenderingDevice iterates over the RenderQueues and processes the Renderables, which is where the actual rendering happens.
Next up: generating doxygen documentation and integrating the input subsystem. I'm using helios as the framework for a semester assignment at Trier University of Applied Sciences, so having proper documentation is becoming important.