"If there's one thing worse than a program that doesn't work when it should, it's a program that does work when it shouldn't."
- Bob Archer
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Framework4
Wednesday, January 7, 2009 | Permalink

Over the holidays I began some work on a new framework. I'm building it around DX11; however, I'm still making it reasonably platform independent and I plan to put OpenGL 3.0 and Linux support in there at some point too. So far I haven't done much, but at least I have a window and DX11 device up and running. Yay!

There are a few changes I'm making to the overall structure of the code. One is of course to separate the rendering context from the device in order to be able to take advantage of DX11 deferred contexts, AFA command buffers. Another change I'm making is to try to resolve more stuff on link time rather than at runtime. In previous frameworks I've had base classes with virtual functions that subclasses implemented. For instance D3D10Renderer and OpenGLRenderer inheriting from Renderer. However, since I'm always using one or the other and never both in the same app it adds unnecessary overhead. Not that this overhead was ever a problem, but it just feels better to do it right. So instead I'll create a common interface, and just add the right implementation to each project.

Another change is that I'll use a better coding style. As a self-learned coder I've been using many odd coding practices throughout the years. Slowly I've adapted to common industry conventions, but Framework3 was still based on a lot of old coding style preferences which I never bothered to change, because I'd rather be consistent than mix conventions. With the clean break with Framework4 I'll now be using "m_" on member variables and "{" will be on its own line etc.

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Humus
Friday, February 6, 2009

Yeah. I don't think I'll publish any demo using it until DX11 is officially released. Anything build with current SDK will probably won't work with the final runtime.

Gr�gory
Friday, February 13, 2009

my bad, i thought it was already possible to create DX11 devices with the code paths similar to DX10 already working

acid
Tuesday, December 18, 2012

Hi!

I found you homepage browsing through various graphic programing sites and had a quick look at Framework3. However, can you tell me what your font files are made of? Do you use any 3rd party program? best regards

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