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visits member for 2 years, 10 months
seen Apr 4 at 5:33

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comment Is 2 lines of push/pop code for each pre-draw-state too many?
@michael.bartnett I need a new design that accomplishes my goal, since my attempt, and nothing else, seems to work. See my comment on your answer
Oct
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comment Is 2 lines of push/pop code for each pre-draw-state too many?
I originally had Push take a ref so that clients wouldn't have to know about the Ptr<> class. And the whole point of this is both to reduce repetitiveness, and to get the push/pop out of the client's virtual render function (where only rendering should be done). In order to maintain a stack or copy user data, I would still need a newbie-friendly way of telling the Drawable class where to get/set custom structs/classes that need preserving.
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comment Is 2 lines of push/pop code for each pre-draw-state too many?
@AndrewRussell I added an example
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revised Is 2 lines of push/pop code for each pre-draw-state too many?
added 1746 characters in body
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comment Is 2 lines of push/pop code for each pre-draw-state too many?
@michael.bartnett It doesn't work because the extension implicitly gets a copy of the struct rather than its reference
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asked Is 2 lines of push/pop code for each pre-draw-state too many?
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comment Outline Shader Effect for Orthogonal Geometry in XNA
@RoyT. If the shape isn't 100% opaque, there will be a problem
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asked Outline Shader Effect for Orthogonal Geometry in XNA
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comment How can I organize render and transformation data in a scalable fashion?
I've thought about an event based render system myself where all the specifics and actual rendering goes on in the graphics module, but each "drawable" class or some variant of it actually calls and tells the renderer when it needs to be rendered. I would think this would be faster since you're not polling for a million updates but IDK =p