Understanding DeviceContext and Shaders in Direct3D/SlimDX
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Carson Myers
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Published on 2011-02-21T19:36:07Z
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2011/02/21
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I've been working through this tutorial about drawing triangles with SlimDX, and while it works, I've been trying to structure my program differently than in the tutorial.
The tutorial just has everything in the main method, I'm trying to separate components into their own classes. But I'm not sure where certain components belong: namely, contexts and shaders.
The tutorial (as it's just rendering one triangle) has one device, one swapchain, one device context and one set of shaders. intuition says that there is only one device/swapchain for one game, but with contexts I don't know.
I made a Triangle
class and put the vertex stuff in there. Should it also create a context? Should it load its own shaders? Or should I pass some global context and shaders to the triangle class when it is constructed? Or pass the shaders and construct a new context?
I'm just getting started with 3D programming, so in addition to answering this question, if anyone knows of a tutorial or article or something about the larger-scale structure of a game, I'd be interested in seeing that as well.
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