I am a bit stuck I my project and I thought i would come by and seek internet wisdom
Here is where I am. I am at the point where I have a generic Mesh. It contain a generic VertexBuffer that have different vectors for positions, normals, texcoords, ... As you can see this is platform agnostic.
So I am at the junction between the agnostic code and platform specific. I am wondering if I should just give the generic vertex buffer to Ogl/D3D mesh ( via a common interface, aka virtual function) of if I should construct some platform agnostic vertex declaration to give to the specific implementation with the vertex buffer.
Anybody as ideas on this?