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Editorial Team
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Editorial Team
Asked: June 15, 20262026-06-15T02:16:03+00:00 2026-06-15T02:16:03+00:00

PyOpenGL docs say: Because of the way OpenGL and ctypes handle, for instance, pointers,

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PyOpenGL docs say:

Because of the way OpenGL and ctypes handle, for instance, pointers, to array data, it is often necessary to ensure that a Python data-structure is retained (i.e. not garbage collected). This is done by storing the data in an array of data-values that are indexed by a context-specific key. The functions to provide this functionality are provided by the OpenGL.contextdata module.

When exactly is it the case?

One situation I’ve got in my mind is client-side vertex arrays back from OpenGL 1, but they have been replaced by buffer objects for years. A client side array isn’t required any more after a buffer object is filled (= right after glBufferData returns, I pressume).

Are there any scenarios I’m missing?

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  1. Editorial Team
    Editorial Team
    2026-06-15T02:16:04+00:00Added an answer on June 15, 2026 at 2:16 am

    Are there any scenarios I’m missing?

    Buffer mappings obtained through glMapBuffer

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