-Encapsulates all of the information used to produce a complete image in the
-framebuffer. This is the highest level rendering class, combining Renderables
-with a camera, lights and some other influential objects.
-
-A Pipeline is also a Renderable itself. Externally, it only exposes the
-default pass. Internally, it can hold any number of passes, which are invoked
-in sequence when rendering the default pass is requested. Each pass can have a
-Lighting, a DepthTest and a Blend to control how it is rendered.
-
-A Pipeline's render method should normally be called without a Renderer; it
-will create one itself, using the camera specified for the Pipeline. If a
-Renderer is passed, its camera will be used instead.
-
-Renderables are rendered in the order they were added to the Pipeline. While
-it's possible to remove renderables as well, using a Scene is recommended if
-frequent add/remove operations are needed.
-
-Pipelines may have post-processors to apply full-screen effects. Framebuffer
-objects are automatically used to pass render results to the post-processors.
-High dynamic range and multisample rendering can also be used.
+Top-level content class. Typically a Pipeline is used as the content
+Renderable for a View or effects such as ShadowMap or EnvironmentMap.
+
+A Pipeline contains a sequence of passes. Each pass has a Renderable along
+with Lighting, Clipping, DepthTest and Blend states. Scenes can be used to
+organize Renderables within a pass.
+
+PostProcessors can be applied after all of the passes in the Pipeline have been
+rendered. Framebuffer objects are automatically used to pass render results to
+the PostProcessors. High dynamic range and multisample rendering can be
+requested for increased quality.