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Here is a checklist for cleaning up the Renderer class:
We'll do for sure:
Move to smart pointers instead of raw pointers
clean up things relating to RenderOp::m_FramesLeft as that's not particularly clean/clear right now
Remove some leftover stuff that's in "if (false) {" blocks and unused
Move things that are part of the "Render" namespace (as opposed to Renderer class) into their own file
Design it to support multiple queues of RenderOps, for supporting multiple layers. Could be something like std::map>. Even if only one layer (HUD) is defined initially it would be good to set this up to support that in the future.
Ideas:
Move from std::list to std::vector (better performance?)
Transfrom RenderString and std::list to RenderOp?
The text was updated successfully, but these errors were encountered:
Feel pretty neutral about smart pointers, but they could be okay.
For moving some things away from std::list, I suggest std::queue rather than std::vector, as that better matches the purpose.
Might want to clean up things relating to RenderOp::m_FramesLeft as that's not particularly clean/clear right now
Remove some leftover stuff that's in "if (false) {" blocks and unused
Move things that are part of the "Render" namespace (as opposed to Renderer class) into their own file
Design it to support multiple queues of RenderOps, for supporting multiple layers. Could be something like std::queue<RenderOp*> mRenderQueues[RENDER_LAYER_MAX];. Even if only one layer (HUD) is defined initially it would be good to set this up to support that in the future.
Smart Pointers: I tend to use smart pointers for sake of organization
Container: Probably std::queue is best for the design method. I have read that vectors can have better use of the CPU cache, because dereferencing cost a bit of performance (latency)...
Here is a checklist for cleaning up the Renderer class:
We'll do for sure:
Ideas:
The text was updated successfully, but these errors were encountered: