Designing a renderer
"Dirk Gregorius" <[email protected]> Tue, 1 Jul 2003 11:19:27 +0200
| Newsgroups | gmane.games.devel.design |
|---|---|
| Message-ID | <001a01c33fb1$df1a4d30$8706cad4@machine> |
Hi, I am wondering how you implement your render interfaces? On what abstraction level is a renderer normally implemented - what are the typical functions and classes? Do you pass a renderer reference to all renderable entities? And how is platform independence achieved - do you use polymorphism or for example the "Bridge" pattern - that by its definition seperates abstraction and implementation? Maybe you can give me some tips. One thing that I really don't understand is how to implement the initialisation such that it works platform independent? E.g: Let's say we have a base class IRenderer which is implemented by two derived class COGLRendererImpl and CDXRendererImpl. Both derived classes implement a virtual function IRenderer::Init(...). The arguments vary with the OS. On a Windows platform you have to pass the HWND for the window, on a Linux system that could be totally different. What is the best to handle this? Hopefully I could make myself clear. Every help is appreciated!! Best regards Dirk ------------------------------------------------------- This SF.Net email sponsored by: Free pre-built ASP.NET sites including Data Reports, E-commerce, Portals, and Forums are available now. Download today and enter to win an XBOX or Visual Studio .NET. http://aspnet.click-url.com/go/psa00100006ave/direct;at.asp_061203_01/01 _______________________________________________ Gamedevlists-design mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=556