Today, D3D11Window::Init() just does everything. Should at least split it into two init methods: one for the D3D device, shaders, state blocks etc. and another for the window and swap chain. In fact, it should possibly be split into two classes, so you can easily have one device and several (or zero) windows/swapchains.
Today,
D3D11Window::Init()
just does everything. Should at least split it into two init methods: one for the D3D device, shaders, state blocks etc. and another for the window and swap chain. In fact, it should possibly be split into two classes, so you can easily have one device and several (or zero) windows/swapchains.