Original Post
While working on my DirectX engine lately, things have been going great. Everything is nice and encapsulated, the design is clean & consistent, and I have a Component/Component Manager / Entity system worked out that is very flexible, and overall things are running solid.
Well, I'm now working on the graphics pipeline, and I am having trouble figuring out how I want to design my Mesh, MeshInstance, and Mesh Rendering system, specifically when dealing with the loading or creating of a new mesh, and the way that its buffers are then initialized.
I don't feel like allowing the Mesh class to directly access the device is good design. I just can't really wrap my head around the way the initial Vertex buffers of a single mesh should be created. For instance, loading from a file I would call something like:
rm->LoadAsset(filename);
Where the resource manager would use a string hash to identify whether or not that particular file had been created, either creating new Buffers & then returning a new MeshInstance, or something along those lines... The other problem being say I wanted to procedurally create a mesh... once I create the vertex data, how would I then initialize the buffers for that?
Another issue with that method is I also don't think it makes sense for the ResourceManager to have a pointer to the D3D device either.
Can you please share any experiences or designs that you felt were elegant, or suggest a pattern that is well suited for this issue, This is a major design consideration that's really halting my progress because the same pattern will be implemented for probably all of my resources.
Thanks in advance
Well, I'm now working on the graphics pipeline, and I am having trouble figuring out how I want to design my Mesh, MeshInstance, and Mesh Rendering system, specifically when dealing with the loading or creating of a new mesh, and the way that its buffers are then initialized.
I don't feel like allowing the Mesh class to directly access the device is good design. I just can't really wrap my head around the way the initial Vertex buffers of a single mesh should be created. For instance, loading from a file I would call something like:
rm->LoadAsset(filename);
Where the resource manager would use a string hash to identify whether or not that particular file had been created, either creating new Buffers & then returning a new MeshInstance, or something along those lines... The other problem being say I wanted to procedurally create a mesh... once I create the vertex data, how would I then initialize the buffers for that?
Another issue with that method is I also don't think it makes sense for the ResourceManager to have a pointer to the D3D device either.
Can you please share any experiences or designs that you felt were elegant, or suggest a pattern that is well suited for this issue, This is a major design consideration that's really halting my progress because the same pattern will be implemented for probably all of my resources.
Thanks in advance