Original Post
Hi,
I''ve got a basic WorldCraft .map viewer running, using both OpenGL and Direct3D (version 7) renderers, both derived from a ''Renderer'' base class. This gives reasonable performance (~40fps with no view culling).
However, I am wondering whether it is better to concentrate on a single api, since the entire engine can be focused towards it?
For instance, I am currently sending triangles one at a time to the api (bad, I know). How difficult would it be to use vertex buffers compatible with both OpenGL and Direct3D?
Should I dump my inherited renderers and virtual functions, and just go for a standard D3D renderer?
Thanks,
Steve Humphreys
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