   Software Rendering Cycle
  Hi,I'm kinda new to the game dev thing and I am currently searching for materials.I've spend a lot time crawling the internet, and already read some books about this topic.I found a lot of great articles describing several aspects and parts of the render cycle, like culling, lighting, texture mapping but I just couldn't find any resources which show the Big Picture, how all those single aspects are put together into a complete loop from beginning to end.That's the point I'm currently stuck with.I'm pretty confident I could implement all pieces on their own, but I can only guess the order in which all those pieces are put together, so .. does any1 know a good overview or can give me some tips ?Alex   
  Really, no 1 ?Is it a state secret or does really no one here know how opengl/directx work under the hood ?   ;  You referred to it as the render cycle but the proper name would be the graphics pipeline.  If you google "graphics pipeline" you'll have a lot more luck finding what you want.   ;  Thanks, I'll try my luck with Google :)   ;  if you have a copy of Visual Basic 6, you can go to www.pscode.com and search the visual basic code for "kaci lounes"This project in particular is a good example:http://www.pscode.com/vb/scripts/ShowCode.asp?txtCodeId=65535&lngWId=1there are a lot of good articles all over the net.there is also a poster of the directX pipeline:http://www.xmission.com/~legalize/book/preview/poster/pipeline-9.0.pngshows the organization of directx pipeline.   