> Arg, you have got to be kidding. Avoiding pointers as much as possible through the use of integer handles is a huge advantage for OpenGL in terms of, for example, avoiding segfaults and being able to debug easily
LOL. Cause getting mysterious GL errors is SO much better.
Oh, have I mentioned that GL handles are only 32-bit?
>The mutable object thing... that's a big meh for me. So... a texture handle goes through a table in the driver and can therefore refer to any kind of supported texture? Big deal.
Yup, just a little nice performance-killer. Nothing big.
And you'll get a special effects Oscar if you try to modify an object while it is being used by a shader.