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The ATW thread now wraps a base-class D3D device and does not require a DirectMode display, so ATW should be implementable as part of the start up. We should also be able to wrap an OpenGL renderer around an ATW D3D renderer to get it working using the same D3D ATW implementation.
The text was updated successfully, but these errors were encountered:
This might also, as a side effect, produce render timings in the OpenGL implementation assuming that both wrapped classes pass this call through to their harnessed class.
The ATW thread now wraps a base-class D3D device and does not require a DirectMode display, so ATW should be implementable as part of the start up. We should also be able to wrap an OpenGL renderer around an ATW D3D renderer to get it working using the same D3D ATW implementation.
The text was updated successfully, but these errors were encountered: