On 27.04.2012 15:15, Rene Zwanenburg wrote:
How about using structs for GL objects? It's not like you have a hierarchy or interfaces in there.Since an OpenGL context is owned by one thread, any OpenGL calls made from other threads will fail. I've wrapped OpenGL 'objects' in D classes to automate destruction of the underlying object:
[snip] -- Dmitry Olshansky