On Friday, 5 June 2015 at 19:30:58 UTC, Kyoji Klyden wrote:
Okay, so it's primarily an interfacing with C problem that started all this? (My brain is just completely scrambled at this point xP )
Yeah, you wanted to call glShaderSource, which is a C function and as such it's not aware of D slices. So things get more complicated than they would be in D alone.
So pretty much the slice gives you the pointer to the start of the array in memory and also how many elements are in the array.
Yes.
Then depending on the array type it'll jump that many bytes for each element. (So 5 indexes in an int array, would start at address 0xblahblah00 , then go to 0xblahblah04, until it reaches 0xblahblah16(?) or something like that)
Yes.
If I FINALLY have it right, then that makes alot of sense actually.
Sweet.