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Renderer Architecture - Submission

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Hi, I posted on here a while back about rendering architecture and came away with some great information. I am planning on implementing a render queue which collects the visible objects in the scene and sorts them based on different criteria to minimise state change etc.. The thing I am currently undecided about is: what is the best way to submit my draw calls? (I am wanting to support both OpenGL and Vulkan) At the moment I have two ideas for how I can handle it. The renderable handles the rendering (i.e. It calls renderContext->BindVertexBuffer(...) etc) and setup the renderer state Pro- Each renderable is full in control of how it renders Con - Have to manually manage state The renderable pushes RenderCommands (DrawMesh, DrawMeshIndexed etc) into a CommandBuffer that gets executed by the RenderBacked at the end of the frame Pro - Stateless Con - Seems more difficult to extend with new features Pro/Con - The front end only has a subset of rendering capabilities There are more pros / cons for each, but I have listed a couple to help show my thinking.. Any one have any comments on either of these two approaches or any other approaches that are typically used? Thanks

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