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



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