The bug was around passing a slice to OpenGL which referenced memory outside of its lifetime. Since the memory location had no owner, vertices would still exist in Dev builds and everything would work fine, but in ReleaseSafe the application would run and just have nothing to render.
Since OpenGL was trying to read the memory, there was no panic from Zig, but it was a cool look into how the different build modes handle memory.
This is the commit where I fixed the issue: https://github.com/quot/donut/commit/8fff107e76278c4bf55007c...
Link: https://zig.guide/standard-library/allocators/
Text:
> The Zig standard library also has a general-purpose debug allocator. This is a safe allocator that can prevent double-free, use-after-free and can detect leaks.
For more detail, see:
https://github.com/ziglang/zig/issues/3180#issuecomment-5284...
https://ziglang.org/documentation/master/std/#src/std/heap/d...
For higher level code, "generation-counted index handles" might be the better solution to provide temporal runtime memory safety, not part of Zig the stdlib though.
Or even better: never use dynamic memory allocation and make all lifetimes 'static' :)
To clarify, is that to say that you have to use the `std.heap.page_allocator` as its backing allocator?