Original Post
I started on a DX8.0 wrapper where there is a class that is the objectHandler. All objects (base class: D3DObject) are passed to this class witch calls thier render(), initdevice(), etc. functions. Each type of object, has a group render function that is called before the calls of the private render functions. the group renders include common state changes, etc. the private includes the drawprimitive stuff. The objects are in a sorted in a linked list as they are added. Has this scheme been tried is it what everyone uses, no one, a few. Does it sound like it would work?
thanx Zach
P.S. There are many cals to pointers to functions within render loop. Will this cause a speed issue. Basically I wanted to make an object (class), say a spaceship. This class would have the base class of D3DObject, and include all of the functions used to draw, init, etc, it.