I have a project where I'm going to be creating and linking a lot of shaders and programs in a very short period of time.
The current OpenGL bindings protect me from myself and prevent me from deleting a bad shader after I miscompile it, and from deleting a shader I'm not going to use further, etc.
There is also no way to get out the GLuint for the underlying shader resource.
This is forcing me into the raw bindings, but worse I can't interop between the two because all of the shader support in the high level bindings is opaque for some reason, so I can get no benefit from the nice high level bindings at all.
I have a project where I'm going to be creating and linking a lot of shaders and programs in a very short period of time.
The current OpenGL bindings protect me from myself and prevent me from deleting a bad shader after I miscompile it, and from deleting a shader I'm not going to use further, etc.
There is also no way to get out the GLuint for the underlying shader resource.
This is forcing me into the raw bindings, but worse I can't interop between the two because all of the shader support in the high level bindings is opaque for some reason, so I can get no benefit from the nice high level bindings at all.