Hi david w. I too had a quick look through your C17_Documentation.chm. The command labels are easy enough to understand (I get headaches looking at DirectX's). Perhaps I overlooked commands for managing DX Lights, Sprites, 3D Soundfields/Listener, Bone/keyframe animation, and Geometry Hierarchies. Are these features better handled directly by DX?
I really like the way
Blitz3D wrapped up DX with its entity system. In Blitz3D, all 3D Elements: cameras, lights, meshes, soundfields, and pivots are all considered to be entities in which the same commands can be used to manipulate them. For example, the TurnEntity command can be used to turn a camera, a light, a mesh, or even a massive terrain!
If I were to pursue a DX wrapper I would draw on inspirations from Blitz3D's entity system. It would also be convenient for the wrapper to provide methods the simplifying building and editing for 3D entities, texturing, and animation ie: entity relationships, connections, texture layering/channelizing, geometry editing{weld, split, subract, adding vertices/faces/shapes}.
I will admit the more I think about it, the more appetizing writing a DX wrapper appears. Within the past 3 months I've tackled writing wrappers for LUA & Box2D. I like power and freedom, but, I'm lazy and a DX Wrapper looks like massive amount of work when you start considering whats all involved, 2D, 3D, Animation, Sound, Input.
Perhaps this week, I'll take a break from MAUI and write up a fictional feature and wrapper command set.