Original Post
Im a little confused as to how I can properly abstract my engine from an API (in this case openGL). I was thinking of creating a Renderer class, so when I wanted to draw a triangle I would just say Renderer->Triangle3f(blah);, but this seems like it would entail a whole lot of overhead. Am I on the right track with this thought, or is there a better way?
"There is no dark side of the moon really,
As a matter of fact, its all dark."
"There is no dark side of the moon really,
As a matter of fact, its all dark."