This question is more about internal of the GL vs. D3D implementation.
While working on a project that uses both APIs, when resizing the rendering window too fast in D3D it crashes at Reset device. This does not happen in OpenGL, where there’s no Reset.
I’m wondering what’s the point of Reset device/resources explicitly while I beleive this can be done implicitly by the driver, like in OpenGL. Correct me if I’m wrong but this can create stability issues…
Is there an equivalent of Reset device in GL I’m not aware of?
Does this mean D3D is more suited for single full screen window rendering like in video games?