Abstraction with link time polymorphism - go high or stay low?
Members - Reputation: 143
Posted 08 November 2012 - 02:46 AM
1) Defining the low level constructs such as buffers, textures, devices/contexts. And define the basic functioins such as drawing, uploading data to buffers etc. Then have a different implementation file for these constructs per API.
2) Managing these low level details in higher level classes such as perhaps VertexBuffer and Model classes and such, and also have per API implementation files.
Which option pays off more in the long run?
Moderators - Reputation: 16990
Posted 08 November 2012 - 04:05 PM
Crossbones+ - Reputation: 11249
Posted 08 November 2012 - 08:53 PM
Edited by mhagain, 08 November 2012 - 08:53 PM.
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.