Introduction
In order to represent meshes in the world, we need to add some kind of a transformation to the mesh. We do this by wrapping both the mesh and its related transformation data in a Model
class. Instead of managing many independent models, like we have been doing with primitives up to this point, we are going to develop a Scene
class. The Scene
class is a large collection of models that makes it easier to work with many models. For the sake of performance, we will add an Octree acceleration structure to optimize operations performed on the scene.