Good idea ! That would allow the Win32, Qt and SDL (and soon GTK) ports to benefit from the same features and enhancements.
I'm no OpenGL specialist, but I think there are 2 different things :
- The OpenGL context creation, that's what's done by SDL, Qt, or GtkGlExt
- The OpenGL rendering code which may use extensions loaded by GLUT, GLEE or GLEW
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The context creation code should no be abstracted. Each port should use it's own Gl library to initialize OpenGL. The rendering code is then just plain OpenGL and is not platform specific anymore. If you want to use OpenGL extensions in the code, pick whichever library you like the most, but I can't see why extensions are needed.
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To add OpenGL support to the GTK port, I was going to use GtkGlExtmm to create an OpenGL context in the rendering area (about 10 lines of code), and then copy and paste the SDL port OpenGL rendering code which doesn't use any extension. But if you write an OpenGL framework, it'll be even easier [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" width="20" height="20" />