So I have a base class of "actors" that will be drawn to the screen,which includes basic stuff like vertex,index buffers,some data types,information about geometry(index vertex count etc.). So here's my question:
Should I pass ID3D11Device* and ID3D11DeviceContext* to classes derived from base class and simply let this classes handle all rendering by themselves in a method such as virtual void Render( ID3D11DeviceContext* ),
or
Should I create a renderer class which takes this derived classes and their data and implement their rendering logic?
or better suggestions? I am building a huge project and I have never been worried about efficiency so I need your help.