Timeline for Design pattern to create a shared lib architecture
Current License: CC BY-SA 4.0
5 events
when toggle format | what | by | license | comment | |
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Feb 5, 2022 at 6:56 | comment | added | Anton Petrov | OGL context is an object too which may require manual creation/destruction (look at eglCreateContext, eglDestroyContext) its a platform code which usually hides this complexity when you work with OGL. | |
Feb 5, 2022 at 6:33 | comment | added | Makogan | I's similar except usually the OGL context is kept around for you, whereas an isntance is an object that must be initialized and deleted manually | |
Feb 5, 2022 at 6:00 | comment | added | Anton Petrov | I am not familiar with Vulkan API but I guess Vulkan instance is something like OpenGL context or Direct3D Device object. You need an abstraction in your rendering library for that and some API like Rendering_CreateDevice(), Rendering_DestroyDevice() | |
Feb 4, 2022 at 21:00 | comment | added | Makogan | The issue here is that there are objects in the rendering DLL that must be stored somewhere, for example vulkan needs an instance object, which needs to be kept around. You either keep it around in teh DLL ore the library that consumes, ideally I am trying to have it be stored int eh consumer. | |
Feb 4, 2022 at 11:58 | history | answered | Anton Petrov | CC BY-SA 4.0 |