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arithma

graphics part in engine

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Apart from creating a scene manager.. How should I expose rendering capability through the engine? Actually, must the engine expose rendering capability? In my last minimalistic engine, all I had to do for rendering was:
class IRenderable
{
virtual void render() = 0;
};
and that was that.. What I need is examples perhaps.. Oh, I did try once to abstract out an API-independent graphics engine, but it turned out to be a lot of work compared to the positives it promised (so it never stepped beyond architecture) I wish I knew better to polish my questions (that's why am in the beginners forum!)

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