Original Post
well... I have seen some different aproaches with a ResourceManager.. and I got some different ideas
so.. what I have some questions
1. is there any difference if I have one ResurceManager for everything that is a resource in my engine, or to have like one resource manager for each?
2. well, what is the difference between using a ID for all resources then call he ResourceManager for the data, or using pointers directly to the data?!
3. what is the benefits of having one TextureManager of itself instead of use the ResourceManager?
4. if I have a stand-alone TextureManager and then make that one abstract and implement one TextureManagerGL and one TextureManagerD3D or something like that what would be the benefits of that?