Originally posted by jacob
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Originally posted by jacob
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Try it now. Try to use this approach to wrap an OpenGL concept using a GLuint (lets say a render buffer attached to a frame buffer object) and you will see what I mean.
Hint: You cannot. Read through some ratty crate containing (probably an out of date) GL binding and you will see so much "unsafe" sections that you might even realize Rust is providing a false sense of security when it comes to system programming.
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