What do when OpenGL just hates multithreading?

There is an issue with OpenGL where it will only accept calls from one specific thread in an application. In this article I talk about a solution I’ve arrived at to work around this issue using C++ features such as template metaprogramming and std::packaged_tasks

Multi Your Threads #9: Back to the classics with Khronos

Part 9 of my “Multi Your Threading” series.
In this one I talk about my experience implementing my code using OpenGL, both the “regular way” with a Compute Shader, as well as the “legacy” way, using a compute shader disguised as a fragment shader