I have run into a problem using the Derelict GL3 binding and I am not sure if I am doing something wrong or if this is a bug.

I have a class that contains several uints that are to represent the ids returned by OpenGL functions. I have a call to glDeleteBuffers that always result in "object.Error: Access Violation." My specific call is glDeleteBuffers(1, &m_vertextBuffer); where m_vertexBuffer has a value of 0. According to the documentation for OpenGL, this should be silently ignored but instead it crashes.

Am I doing something wrong here?

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