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#ActualATC

Posted 06 October 2012 - 11:22 PM

Up late, doing some more work on the engine. And I just started questioning the way I've done things in the past... wondering if there is not a better way than the approach I currently take. I'm wanting to know the best way for the engine to manage its render targets, depth stencils, viewports, etc...

FYI: The engine is completely written in C#, and is built upon a data-driven architecture. It is also fully platform-agnostic and API-agnostic, so I must take care to ensure what I do works across DirectX 10 - 11 and OpenGL (as well as custom software renderers and 3rd party back-ends).

Attached to my post is an example diagram which shows how a platform-specific implementation of the "Renderer" interface (in this case the D3D10 implementation) "plugs in" to the engine. I added this to give you an idea of how the code is structured. Now tell me, if you please, how I need to be managing my render targets, depth stencils and all such things...

EDIT: Note that in the diagram the "Engine" and "Application" parts are NOT actually classes... they are simply representative of how things sort of fit together.

#1ATC

Posted 06 October 2012 - 11:21 PM

Up late, doing some more work on the engine. And I just started questioning the way I've done things in the past... wondering if there is not a better way than the approach I currently take. I'm wanting to know the best way for the engine to manage its render targets, depth stencils, viewports, etc...

FYI: The engine is completely written in C#, and is built upon a data-driven architecture. It is also fully platform-agnostic and API-agnostic, so I must take care to ensure what I do works across DirectX 10 - 11 and OpenGL (as well as custom software renderers and 3rd party back-ends).

Attached to my post is an example diagram which shows how a platform-specific implementation of the "Renderer" interface (in this case the D3D10 implementation) "plugs in" to the engine. I added this to give you an idea of how the code is structured. Now tell me, if you please, how I need to be managing my render targets, depth stencils and all such things...

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