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the pre-allocation was needed because the layer allocated a opengl context async itself and we couldn't influence that. so we had to start the core after the context was actually allocated. furthermore a window, view and layer hierarchy had to be created so the layer would create a context. now, instead of relying on the layer to create a context we do this manually and re-use that context later when the layer wants to create one async itself.
1.3 KiB
1.3 KiB