On Friday, 5 June 2015 at 19:41:03 UTC, anonymous wrote:
On Friday, 5 June 2015 at 19:30:58 UTC, Kyoji Klyden wrote:
Okay, so it's primarily an interfacing with C problem that
started all this? (My brain is just completely scrambled at
this point xP )
Yeah, you wanted to call glShaderSource, which is a C function
and as such it's not aware of D slices. So things get more
complicated than they would be in D alone.
So pretty much the slice gives you the pointer to the start of
the array in memory and also how many elements are in the
array.
Yes.
Then depending on the array type it'll jump that many bytes
for each element. (So 5 indexes in an int array, would start
at address 0xblahblah00 , then go to 0xblahblah04, until it
reaches 0xblahblah16(?) or something like that)
Yes.
If I FINALLY have it right, then that makes alot of sense
actually.
Sweet.
Awesome thankyou very much for all your help!(and ofcourse
everyone else who posted, too!)