Original Post
This question is sort of openGL related, but its has more to do with DLLs in general.
Something is confusing me. I have something like this:
-renderer in a DLL that uses the openGL DLL
-gui in a DLL that uses the openGL DLL
-particle system in a DLL that uses the openGL DLL
-plus my main program uses the OpenGL DLL also
I know each DLL has its own heap, but will they share texture ids which are stored in the openGL DLL (I think)?
I''m curious if I call glBindTexture(id) in say my particle system DLL or in my main app for a texture initially bound in my renderer DLL will it will recoginize the id? Or do I need to bind the texture that was created in the renderer DLL always in the renderer DLL?