I have a RenderWindow class who is inherited by renderer (D3D11 and OGL4).
In each of them they have a GBuffer instance and have an array to get events.
What i'm saying in my head is, only one GBuffer is needed and so it can be managed by the render window.
Same for the ortho matrix, only one is needed so it can be managed by the render window.
Is it a correct design to handle that ?
My second question is :
Do you have a nice design to handle event ? Actually I have a callback in IGameState and the MainLoop sends
each event stored for the active RenderWindow and the application manage each one.