Device Context
I’ve finished slight redesing of rendering pipeline to facilitate for device contexts and multiple render threads in the future. Basicaly I’ve separated device from the device context so it’s easier to spawn extra render threads to do common rendering stuff like depth pass, shadow maps, radiosity etc. All this is done in preparation for DirectX 11 which is unfortunatelly still a long way from being released. I could already implement extra render threads using the November 2008 DirectX SDK but it would have to run on software renderer which is way too slow even on my quad core. So I guess we’ll have to wait for the first DirectX 11 capable graphics cards coming out next year …
