
This is commonly found in 3D graphics engines. However, a low level ogl/dx abstraction is time-consuming, and ultimately not worth it, because both APIs, while roughly equal, differ in many details, which sums up in a low-level abstraction that covers the lowest common denominator. It is better to abstract in a higher semantic level, however this is hard to accomplish as a general 3D rendering library (and probably not very useful, since rendering applications vary wildly in their feature requirements and applied techniques). I know the problem for having stumbled upon it a few times. But I don't
Carlos Rafael Giani wrote: this as undoable as you may think. For me, ti's the same order of magnitude as boost.thread internals. -- ___________________________________________ Joel Falcou - Assistant Professor PARALL Team - LRI - Universite Paris Sud XI Tel : (+33)1 69 15 66 35