How should I design a Window-Context library for a graphics api?
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I am tryng to do something like GLFW does, except that i don't want to be limited to just use OpenGL or Vulkan; Instead, I would like to be able to create a new XContext.h
and XContext.cpp
files for each graphics api i'm going to support, and then Window.Bind()
that `XContext to the window itself.
Should I be doing things this way? Are there any drawbacks that I'm not seeing?
c++ library
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up vote
-1
down vote
favorite
I am tryng to do something like GLFW does, except that i don't want to be limited to just use OpenGL or Vulkan; Instead, I would like to be able to create a new XContext.h
and XContext.cpp
files for each graphics api i'm going to support, and then Window.Bind()
that `XContext to the window itself.
Should I be doing things this way? Are there any drawbacks that I'm not seeing?
c++ library
New contributor
add a comment |
up vote
-1
down vote
favorite
up vote
-1
down vote
favorite
I am tryng to do something like GLFW does, except that i don't want to be limited to just use OpenGL or Vulkan; Instead, I would like to be able to create a new XContext.h
and XContext.cpp
files for each graphics api i'm going to support, and then Window.Bind()
that `XContext to the window itself.
Should I be doing things this way? Are there any drawbacks that I'm not seeing?
c++ library
New contributor
I am tryng to do something like GLFW does, except that i don't want to be limited to just use OpenGL or Vulkan; Instead, I would like to be able to create a new XContext.h
and XContext.cpp
files for each graphics api i'm going to support, and then Window.Bind()
that `XContext to the window itself.
Should I be doing things this way? Are there any drawbacks that I'm not seeing?
c++ library
c++ library
New contributor
New contributor
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asked 9 mins ago
Gabriele Vierti
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