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Home/ Questions/Q 960085
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Editorial Team
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Editorial Team
Asked: May 16, 20262026-05-16T01:07:31+00:00 2026-05-16T01:07:31+00:00

I am working on game engine prototype and have the following question: Right now

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I am working on game engine prototype and have the following question:

Right now my engine implementation is DirectX-bound and everything works fine.

I’ve got a core::Renderer class which has methods to render geometry, set shaders, lightning, etc…

Some of them are templated, some not.

class Renderer {

   // ...
   template <typename Geometry> RenderGeometry(shared_ptr<Geometry> geometry);
};

Let’s say I want to extend the flexibility of my engine and I wan’t it to work using DirectX and OpenGL. As I understand it right now, the idea is to take everything interface-specific to the base core::Renderer class, make all those calls virtual and then provide their DirectX-specific and OpenGL-specific implementation.

If my geometrical object wasn’t a template, everything would look better:

class Renderer {

   virtual void RenderGeometry(shared_ptr<core::Non_template_Geometry> geometry);

};

class DXRenderer {

   // Here goes our custom implementation
   // for DirectX-based geometry rendering
   virtual void RenderGeometry(...)
};

// The same for OpenGL

The problem with the first (initial variant) is that virtual functions are not allowed to be templated.

So here comes the question – how should I solve it?

Any hacks / tricks / patterns for this situation or for template virtual functions emulation?

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  1. Editorial Team
    Editorial Team
    2026-05-16T01:07:32+00:00Added an answer on May 16, 2026 at 1:07 am

    Use a base Geometry class:

    class Geometry {
    public:
        virtual ~Geometry() { }
        virtual void Render() = 0;
    };
    

    and have each of your Geometry-type classes derive from this base class and implement their specific rendering functionality by overriding Render.

    Then, Renderer::RenderGeometry does not need to be a function template; it can simply take a pointer to the base Geometry class and call the virtual function Render.

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