karstux wrote:
To learn the process, I'm trying to make a simple example - a procedurally generated cube. Conceptually, I'm not quite sure what the proper steps are. I suppose I first have to add a Geometry resource for my cube, then create a memory buffer into which I write the geometry data as if it were loaded from disk, then load that buffer into the resource with h3dLoadResource.
This is the current way to do it. However, we will add some more functions for the next version with which you can create resources using the API (like h3dCreateTexture) and don't have to create an in-memory file yourself.
karstux wrote:
Is it correct that I can then simply attach the geometry resource to the scene graph root node to display it? (Plus light, camera and pipeline nodes, I guess.)
You can create a model node which references the geometry (h3dAddModelNode) and a mesh node as child (h3dAddMeshNode). Take a look at a simple scene file for reference (like sphere.scene.xml).