Earlier quoted context omitted.
They don't behave like file handles - but at a certain distance if you squint at it looks like the same problem. The real issue isn't that OpenGL textures don't behave like file handles, but that neither of them behave quite like objects in your language, which can lead to problems. The specifics of how the behavior differs is I think less important that the fact that it differs. Of course, file handles are not the b…
> …but at a certain distance if you squint at it looks like the same problem… The whole discussion here is about how these things differ in subtle ways. The problem with “squinting” at the problem is you end up e.g. using RAII and then having to redesign your system because RAII doesn’t match, and the problems weren’t obvious when you started out. Not to make too fine a point about it here, but file handles are perfe…
So my example might not have been the best, because usually, they have a closely matching lifecycle, but the greater point that I was trying to make is that managing handles of handles (of handles) is not weird if you have to do some impedance matching. Maybe file handles are often straightforward, and therefore only require one "additional layer of handle indirection", but there's probably other good examples like say, threads in thread pools, or a whole bunch of stuff that's going on inside an OS kernel, especially a multiprocessing one.