Direct3D Wrapper

closed account (zb0S216C)
I was thinking about making a wrapper library( if you want to call it that ) for Direct3D. I Just wanted to know, is it worth doing?

Why?
- Reusable
- Simpler to use( or will it? )

Right now, this is all I can think of for the pro's. Are there any reasons why I should not write a wrapper library for Direct3D? Any thoughts are taken in consideration, by the way.

By 'wrapper', what do you mean?
Basically an interface with multiple classes such as Win32Direct3D which sets up the entire basic Direct3D application( If you know DirectX, you should know what I mean by this ) along with a render window.
Last edited on
It's reasonable to wrap C APIs so you can use them more naturally in C++.
It would, of course, be even better if you further abstracted from Direct3D, so that your wrapper could easily switch to OpenGL internally without affecting the API. This would already go into the direction of a 3D framework, though.
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