Renderervsh-gl-core
The part of VenRad that draws: lights, materials and thousands of objects on screen.

How it works
- GPU resources. Every buffer, shader or texture is a C++ object that frees itself as soon as it’s no longer used.
- Materials. Each mesh carries its own material, with colour, shininess and relief maps.
- Lights. Directional, point and spot lights, all computed in a single pass.

Right now
Improving the lighting, adding shadows and normal maps.
Next
Frustum culling and a procedural sky.