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by anyfoo
2612 days ago
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And just think about what most file and I/O wrappers, that are part of the standard library in most higher level languages, e.g. file objects in python, streams in C++ etc., naturally do: They also just wrap (for example) POSIX file descriptors, which are handles, with their own handles, i.e. the file object/Stream/whatever. |
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With e.g. std::ofstream, you are wrapping a handle, such as a POSIX file descriptor. So that part of your description is accurate.
However, this is different from what happens with OpenGL. The problem is that if you wrap an OpenGL texture (which is a handle), you end up with some problems because you can only free it with the correct context active, and it might become free for other reasons besides the wrapper being destroyed. So you are no longer wrapping a handle (like std::ofstream), but you are actually creating a new handle-to-handle, and wrapping that, and explicitly managing the lifetime OpenGL resources with a separate object somewhere else.
Of course, you could just wrap an OpenGL texture, explicitly decide not to handle context invalidation, and then be careful to ensure that your objects get destroyed with the OpenGL context active. You lose some flexibility and you have to babysit RAII to be sure it "does the right thing".
So what I'm saying here is that OpenGL textures are not like file handles.