SuzanneIsland: An island of Real-time rendering effects!
Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
 CGlyphHolds information defining the glyph (visual representation) of a character
 CLightbeamsEffectLightbeamsEffect Based on Kenny Mitchell "Volumetric Light Scattering as a Post-Process" http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
 CParticle
 CSceneObjectA base class for all scene objects
 CCameraA Camera is a SceneObject that maintains a view matrix, as well as parameters defining the projection matrix, i.e
 CGeometryA SceneObject that holds Surfaces containing mesh data and textures
 CEagle
 CLightThe Light class
 CParticleSystem
 CShaderShader class
 CSkyboxEffectSkyboxEffect This is used to draw a skybox using a cubemap texture
 CSortSharedPtr< T >Used to sort vector of shared_ptr by their pointed values of type T
 CSSAOEffectFacilitates Screen Space Ambient Occlusion using a two pass rendering pipeline, where in the first pass the screen colors and other information are rendered to textures to allow for postprocessing, and in the second pass the postprocessed texture is rendered to a screen filling quad
 CSurfaceA Surface holds mesh data (vertex data and indices) and textures
 CTextRenderer
 CTextureTexture class
 CVertexVertex struct for internal representation
 CWaterEffectWaterEffect This is used to create a real-time reflecting and refracting horizontal water surface with small rippling waves