Is there an explanation somewhere of _why_ OpenGL vertex array objects aren't shared across contexts, when everything else is?
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@TimothyLottes
@blackpawn@cmuratori Why use them at all, then? Or is this required in later GL versions?2 replies 0 retweets 0 likes -
Replying to @nothings
@nothings @TimothyLottes@blackpawn You have to use at least one in OpenGL 4.3. It's now illegal not to have a VAO bound. It's ridiculous.1 reply 0 retweets 1 like -
Replying to @cmuratori
@cmuratori@nothings @TimothyLottes@blackpawn It's also a silent error if you forget. It's like INVALID_ENUM or something in a random call2 replies 0 retweets 0 likes -
Replying to @tweets_dan
@cmuratori@nothings @TimothyLottes@blackpawn and i think it started in 3 "Core"? fabian would know i expect2 replies 0 retweets 0 likes -
Replying to @tweets_dan
@gunvulture
@cmuratori@nothings @TimothyLottes@blackpawn 3, yes. Just create one VAO, activate it then ignore it. (Yay.)1 reply 0 retweets 0 likes -
Replying to @rygorous
@rygorous @gunvulture@nothings @TimothyLottes@blackpawn Yes, that is what I am doing. Not one of the finer API design moments for OpenGL.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori @gunvulture@nothings @TimothyLottes@blackpawn I'd like to know the story of how that happened. Sure sounds like DBC to me.1 reply 0 retweets 0 likes
@rygorous @gunvulture @nothings @TimothyLottes @blackpawn And "pseudo backwards compat"-itis, like VertexAttribPointer's "pointer" param...
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