Hello,
I have been trying to set up multiple render target views in a traditional oop style architecture (as opposed to DOD), DX11 forces binding of RenderTargets as an array with the depth view as well. This is annoying when it comes to binding multiple buffers when you have objects such as DX11Rendertarget2D which stores an ID3D11RenderTargetView*, if it worked like everything else did in the sense that it used slots such that you can do:
SetRenderTarget(slot, RenderTarget);
,Then it would be a lot better as you could set the slots you want and set the depth buffer or leave it as the default one by passing null such is the way of a state-full API.
Any input on how others have managed there RenderTargets would be appreciated, storing an array of ID3D11RenderTargetView*[8] doesn't seem like a good idea due to ownership and ref counting.
Thanks.