On 27.04.2012 15:53, Simen Kjaeraas wrote:
On Fri, 27 Apr 2012 13:23:00 +0200, Dmitry Olshansky
<dmitry.o...@gmail.com> wrote:

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]


http://d.puremagic.com/issues/show_bug.cgi?id=2834

Heap-allocated structs don't have their destructors called when they're
collected.

Boom! Just LOL...

Use manual memory management or ref-counting. If std.container.Array was not so bogus I'd recommend it for arrays.

--
Dmitry Olshansky

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