Based on your experiences, can you show me what types of type of rendering API's have you seen when working on a 3D renderer at a large scale project. Just to give me an ideas on what typically goes into when developing a 3D renderer, that abstracts the actual graphics API's if I want to abstract the graphics API that I use to expand not just drawing primtives, but drawing geometry meshes, assets, and various other complex geometry!In C++ just to show me lots of 3D renderer API's that you might have seen from experiences and some tips you may have for someone who wants to get an idea on expanding a 3D renderer to handle rendering meshes, geometric meshes, and applying complex structures such as a scene or task graph?
Based on your experiences, can you show me what types of type of rendering API's have you seen when working on a 3D renderer at a large scale project. Just to give me an ideas on what typically goes into when developing a 3D renderer, that abstracts the actual graphics API's if I want to abstract the graphics API that I use to expand not just drawing primtives, but drawing geometry meshes, assets, and various other complex geometry!
In C++ just to show me lots of 3D renderer API's that you might have seen from experiences and some tips you may have for someone who wants to get an idea on expanding a 3D renderer to handle rendering meshes, geometric meshes, and applying complex structures such as a scene or task graph?
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