Not to impose upon you with a technical question, but I have one for you if you're up for it.
I'm working with a very small indie language implemented in C that has bindings to raylib as a "first party" library/language extension. I'm trying to get raygui working with those bindings.
If I bundle raygui.h together with the rest of the raylib bindings library, everything seems to work. But, if I create a separate bindings library for raygui and try to import both libraries in the same program, then raygui functions seg fault immediately when called (valgrind points to, as an example, GuiCheckBox -> DrawRectangle -> rlSetTexture).
I don't know enough about C programming to trace this all the way down (I've only learned what I know by trying to cobble together extensions for this language) but it seems like when raygui is compiled apart from the main raylib bindings library, raygui somehow isn't able to share the OpenGL context created by the main library? That diagnosis might be a completely off-base, but that's what it seems like anyway.
Is this a familiar situation at all that you've seen in any other language with bindings for raylib? Any advice for what I could try to get this working?
I know it's hard to say anything conclusive without looking at actual code, but at the same time I don't want to take up any more than the bare minimum of your time.