Jump to content

  • Log In with Google      Sign In   
  • Create Account

We're offering banner ads on our site from just $5!

1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


Effect and RenderState Framework


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
No replies to this topic

#1 gfxCahd   Members   -  Reputation: 204

Like
1Likes
Like

Posted 27 January 2014 - 06:55 AM

I am using D3D11, but I'm pretty sure this applies to OpenGL too.

 

Anyway, I was using D3D10 (which came with an effect framework) and moved to D3D11 (which dumped the effect framework).

Now my rendering classes (spriteBatch, terrainRenderer, billboardRenderer etc...) all have their own pixel shaders, vertex shaders,

constant buffers, sampler states etc... They also had from before their own blendStates, depthStates, rasterizerStates, all of which need to be set before drawing.

 

Is there some better way to organize this? Some kind of framework that can take care of the various shaders?

And perhaps a framework responsible for the various states of the device (blend, depth etc...)?

 

Does anyone have any suggestions or basic tutorials on this?

-Thanks


Edited by gfxCahd, 27 January 2014 - 06:59 AM.


Sponsor:



Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS