
Hi Joel, For me, ti's the same [complexity to make a common graphics layer for DX and
OGL] order of magnitude as boost.thread internals.
That simply isn't true, unfortunately. DirectX and OpenGL have different abstractions for the same hardware, and what's worse is that the hardware itself is changing even faster than the API's that access it. That is far different to the API's that deal with threads. To make matters worse, OpenGL is a few generations behind DirectX (sorry, but it's true), and the gap is only increasing with Geometry Shaders. The reality is that DirectX provides the best API to use hardware, OpenGL wont and can't compete at that level because unlike DirectX, OpenGL is not driving the hardware industry. Regards, Christian.