4 ms·
What about this (only one example) ID3D11DeviceContext::IASetVertexBuffers https://msdn.microsoft.com/en-us/library/windows/desktop/ff476456(v=vs.85).aspx http
by enqk 9y ago
What 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.