I'm considering a Direct3D9 texture streaming solution, but my company will eventually be going to D3D11 in the future.
I wanted to make my solution as forward compatible as possible, so I was hoping that someone could give me some feedback on exactly what D3D11's capabilities were and what I should be looking for when preparing such a migration?
For reference, here's what I'm considering on D3D9:
- Load low res mip maps for all meshes at load time
- Create bounding boxes around each of my objects and detect when I'm inside any given bounding box
- For any bounding box that I'm inside of I will load the high res portion of the mip map
- Any bounding box that I've left I'll unload the texture from
- I've also got to cook up some scheme to manage fragmentation of the GPU memory, initially I'll probably just cycle the GPU memory whenever the camera and my objects are still