I guess that you can benefit from the abstraction of the resources in d3d11 like you would like also... But I am not sure how much it is needed.
The main things that are not finished are the tessellation shader and multi monitor support.
I guess the best way to know the status is to try to run your current product - but use the d3d11 render system and see issues.
ID3D11DeviceContext::GetData: GetData is being invoked on a Query/ Predicate/ Counter, after invoking Begin, but not yet after End. The range of commands must be completed by invoking End, before invoking GetData.
D3D11CalcSubresource(static_cast<UINT>(mSubresourceIndex), mFace, mParentTexture->getNumMipmaps()),
String errorDescription = mDevice.getErrorDescription();
"D3D11 device cannot update 2d subresource\nError Description:" + errorDescription,
Error Description:ID3D11DeviceContext::GetData: GetData is being invoked on a Query/ Predicate/ Counter, after invoking Begin, but not yet after End. The range of commands must be completed by invoking End, before invoking GetData.
in D3D11RenderSystem::_setViewport at .\src\OgreD3D11RenderSystem.cpp (line 1674)
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