title: Facilities for asynchronous texture loading
body: <p>How would one go about loading textures asynchronously while a 3D application is running? What I do understand is that OpenGL contexts are not thread safe and that I should separate them on different threads.</p>
  
  <p>But my primary problem is picking a proper multithreading facility/framework to actually implement this with Windows and C++, I've heard a lot about C++11 including threading support in its standard lbrary, but could someone lay out just the basic steps?</p>
  
  <p>What would be the safest way to do it? And how does one update the state of the other context that it registers the changes done on the other thread? I suspect <code>glFlush</code> and <code>glBind*</code>?</p>