Hello forum!
I´ve been working with OpenGl for the past 3 years (at the university and personal projects) mostly I used OpenGl 3.3. This year for my computing project I´ll work on a Rendering Engine. For now the engine will feature DX12 rendering (in the future I would like to add Vulkan too,but the university PCs dont support it).
I started this week to read through the msn forums and also a few online tutorials: braynzarsof. Those resources give you code base without a class structure (its mostly code hardcoded in the main function with a lot of globals).
The classes I´m used to work with are: Buffers,Textures,Materials(and material settings),Meshes,Frame Buffers,Render Managers/Cmd List etc
As I´ve seen so far, vulkan and dx12 add a lot of low level stuff like memory management,creation of the resources and uploading to the gpu, ability to define most of the properties etc.
What kind of structure do you use in your dx12 apps? I´m not sure if, for example, each material should have a PipelineStateObject or if I should make more than one RootSignature :C
See you!
Thanks.