3 ms·
That's not true. Direct3Ds up to and including 11 are the same way.
by rys 9y ago
That's not true. Direct3Ds up to and including 11 are the same way.
- pjmlp 9y agoNot really, COM instances for each 3D concept are created and passed around. There isn't this thing of binding/copying stuff into global state.
- enqk 9y agoWhat about this (only one example) ID3D11DeviceContext::IASetVertexBuffers https://msdn.microsoft.com/en-us/library/windows/desktop/ff476456(v=vs.85).aspx https://msdn.microsoft.com/en-us/library/windows/desktop/ff4... It's no different from manipulating the opengl context.. Also google bindless opengl
- mellinoe 9y agoIt's very different in practice. D3D11 contexts are explicit, real objects that you create, manipulate, and pass around. They can be properly and realistically handled in multi-threaded code. OpenGL contexts are opaque and global, and properly handling them in multiple threads is a nightmare. Multiple OpenGL contexts is also very different in functionality from multiple D3D11 device contexts.