In a class header file Texture.h I declare a static const int.
static const int MAX_TEXTURE_SLOTS;
In Texture.cpp I define the variable as 0.
const int Texture::MAX_TEXTURE_SLOTS = 0;
Now in Window.cpp class's constructor I attempt to assign to the variable using an out parameter, however this obviously does not compile as &Texture::MAX_TEXTURE_SLOTS points to a const int* and not an int* .
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &Texture::MAX_TEXTURE_SLOTS);
I have tried using const_cast, but am greeted with a segmentation fault on runtime.
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, const_cast<int*>(&Texture::MAX_TEXTURE_SLOTS));
I have also tried directly casting to an int * but once again, seg fault.
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (int*)&Texture::MAX_TEXTURE_SLOTS);
Many thanks.
EDIT 2: So since you're trying to abstract OpenGL contexts, you'll have to let go of the "traditional" constructor/destructor idioms. And just for your information (unrelated to this question): OpenGL contexts are not tied to windows! As long as a set of windows and OpenGL contexts are compatible with each other, you may mix and match any way you like. But I digress.
The standard idiom to deal with a situation like yours is to use preinitializing factory functions. Like this:
EDIT: I just saw that you intend to use this to hold on to a OpenGL limit. In that case you can't do this on a global scope anyway, since those values depend on the OpenGL context in use. A process may have several OpenGL contexts, each with different limits.
On most computer systems you'll encounter these days, variables declared const in global scope will be placed in memory that has been marked as read only. You literally can't assign to such a variable.
The usual approach to implement global scope runtime constants is by means of query functions that will return from an internal or otherwise concealed or protected value. Like
You can then fetch the value by calling that function.