On 27.04.2012 15:15, Rene Zwanenburg wrote:
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:

How about using structs for GL objects? It's not like you have a hierarchy or interfaces in there.

[snip]


--
Dmitry Olshansky

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