On Friday, 27 April 2012 at 11:53:37 UTC, 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.
Good to know, that's quite a serious bug and is open for three
years now. Is it that hard to fix?