On Friday, 27 April 2012 at 11:23:06 UTC, Dmitry Olshansky 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]

True, but what would using structs do to fix the problem?

The reason I'm using (final) classes is because a resource can be used by multiple objects. If two meshes use the same texture, I don't want to load that texture twice. Reference to class is cleaner than pointer to struct.

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