   Scenegraph and data management question
  So i've written a scenegraph and started working on an assetsmanager. My problem is  that i'm not sure how i'm going to handle the interaction between scenegaph and  my assetsmanager. This is my first thought how i should do when i want to add a 3D model from harddrive to game-world:  // load geometry from harddrive to memory reference1 = m_hAssetsManager->loadStaticGeometry("model.obj", "id"); // create a geometrynode that scenegraph accepts reference2 = m_hScenegraph->newGeometryNode(reference1);  // add the geometrynode to the scenegraph m_hScenegraph->add(reference2, "id");  i'm planning on adding more functionality to both the scenegraph and assetsmanager later on, but for now this would do for testing. The question is basically how i should code the geometrynode. I'm using Dx9/Cpp. As it is now, i contains, IndexBuffer, Device, VertexBuffer, the vertexformat and a worldmatrix. update(d3dmatrix) and render(). Since it would be handy to be able to set the renderstate, vertex format and which method to draw the triangles i'm somewhat stuck in design. Should i build another manager that holds refereces to stuff that is on the graphicscard and just refer to it from the node. Or should i during creation of the geometrynode, also push the modeldata to the card, as it is now? I'm not sure if i've explained my design properly so if there is any questions regarding my question, please ask =). Other forms on how i should design my system are welcome./* ZuraK   