the idea is you have an ISurface. If the backend can support it you’ll be able to cast it to a specialised surface. If the backend does support it, the TryEnabke methods return true
That helps explain it, I think, but I probably won't be back to work on it for a while, I think the PR and branch are still up if anyone wants to have a go. I have kinda started moving my personal project away from C#, so it means I am working elsewhere, I also have full time non programming work now, that has me up at 2 in the morning
In Silk.Net tutorials (from repo) code is structured in classes like Shader, Texture etc. Is it how the real project should be organized or its just for demonstaration purposes for easy learning?
my engine has a shader abstraction that i really havent needed in months (i have cut my engine down to only need a single shader for everything) but i havent deleted them since they are helpful incase i do ever need it in the unlikely scenario