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.