I think it was worth reviving. 7 months later, it's still sitting on Page 1 of the "Suggestions for the next release of OpenGL" subforum. I've been reading it trying to figure out what the state of OpenGL really is.
Why was I even trying to do that, instead of just programming? Because I'm on Windows and getting started on Windows is pretty bad. All that ancient cruft from 1997, "no future investments"... I was actually around writing OpenGL MCD drivers when they did that. 14 years later there still is no standard way to statically call most of the functions on Windows. There are several open source attempts; I'm not sure they can work to create a true standard. There are strange initialization dances. Truth is, context handling is an area where DirectX has evolved and OpenGL has not. OpenGL is lagging in that, and for newbie adoption, it's not a trivial issue.
From a "wasting my time" standpoint, I think it would be rational to write a game in DX11 on Windows, see if it makes money, then port it to OpenGL later on the Mac. Writing a portability layer at a higher level of abstraction may actually be an easier job than dealing with OpenGL on Windows.
From a "I hate MassiveSxxt" standpoint, I'm still investigating those open source options before I pull the trigger on my decision. I feel like I'm evaluating the lesser of two evils.



