Reedbeta / reed-framework

Basic framework for D3D11 init, model/texture loading, shader compilation and camera movement.
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Separate D3D device creation from window/swapchain creation #1

Open Reedbeta opened 9 years ago

Reedbeta commented 9 years ago

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.