Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 49293
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 10, 20262026-05-10T16:24:50+00:00 2026-05-10T16:24:50+00:00

Currently my app uses just Direct3D9 for graphics, however in the future I’ m

  • 0

Currently my app uses just Direct3D9 for graphics, however in the future I’ m planning to extend this to D3D10 and possibly OpenGL. The question is how can I do this in a tidy way?

At present there are various Render methods in my code

void Render(boost::function<void()> &Call) {     D3dDevice->BeginScene();     Call();     D3dDevice->EndScene();     D3dDevice->Present(0,0,0,0); } 

The function passed then depends on the exact state, eg MainMenu->Render, Loading->Render, etc. These will then oftern call the methods of other objects.

void RenderGame() {     for(entity::iterator it = entity::instances.begin();it != entity::instance.end(); ++it)         (*it)->Render();     UI->Render(); } 

And a sample class derived from entity::Base

class Sprite: public Base {     IDirect3DTexture9 *Tex;     Point2 Pos;     Size2 Size; public:     Sprite(IDirect3DTexture9  *Tex, const Point2 &Pos, const Size2 &Size);     virtual void Render(); }; 

Each method then takes care of how best to render given the more detailed settings (eg are pixel shaders supported or not).

The problem is I’m really not sure how to extend this to be able to use one of, what may be somewhat different (D3D v OpenGL) render modes…

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. 2026-05-10T16:24:51+00:00Added an answer on May 10, 2026 at 4:24 pm

    Define an interface that is sufficient for your application’s graphic output demands. Then implement this interface for every renderer you want to support.

    class IRenderer {   public:     virtual ~IRenderer() {}     virtual void RenderModel(CModel* model) = 0;     virtual void DrawScreenQuad(int x1, int y1, int x2, int y2) = 0;     // ...etc... };  class COpenGLRenderer : public IRenderer {   public:     virtual void RenderModel(CModel* model) {       // render model using OpenGL     }     virtual void DrawScreenQuad(int x1, int y1, int x2, int y2) {       // draw screen aligned quad using OpenGL     } };  class CDirect3DRenderer : public IRenderer {   // similar, but render using Direct3D }; 

    Properly designing and maintaining these interfaces can be very challenging though.

    In case you also operate with render driver dependent objects like textures, you can use a factory pattern to have the separate renderers each create their own implementation of e.g. ITexture using a factory method in IRenderer:

    class IRenderer {   //...     virtual ITexture* CreateTexture(const char* filename) = 0;   //... };  class COpenGLRenderer : public IRenderer {   //...     virtual ITexture* CreateTexture(const char* filename) {       // COpenGLTexture is the OpenGL specific ITexture implementation       return new COpenGLTexture(filename);     }   //... }; 

    Isn’t it an idea to look at existing (3d) engines though? In my experience designing this kind of interfaces really distracts from what you actually want to make 🙂

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Ask A Question

Stats

  • Questions 76k
  • Answers 76k
  • Best Answers 0
  • User 1
  • Popular
  • Answers
  • Editorial Team

    How to approach applying for a job at a company ...

    • 7 Answers
  • Editorial Team

    How to handle personal stress caused by utterly incompetent and ...

    • 5 Answers
  • Editorial Team

    What is a programmer’s life like?

    • 5 Answers
  • added an answer Math.Round(New FileInfo(FileName).Length / 1024,1) May 11, 2026 at 2:59 pm
  • added an answer Eugene Morozov is right - you can't access those variables… May 11, 2026 at 2:59 pm
  • added an answer You're correct, those are your only two options for a… May 11, 2026 at 2:59 pm

Related Questions

Currently my app uses just Direct3D9 for graphics, however in the future I' m
I'm currently using a homegrown method to run a process as a different user
I am using GUIDs as my primary key for all my other tables, but
Hopefully someone can shed a little light on an issue that I'm currently having
Was looking to get peoples thoughts on keeping a Lucene index up to date

Trending Tags

analytics british company computer developers django employee employer english facebook french google interview javascript language life php programmer programs salary

Top Members

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.