I'm not saying that it would be bad to have that. But it is simply not going to happen, so there's no point in asking for it. In order to make it work in the context of WGL, you have to remove the default framebuffer more or less entirely. And while OpenGL itself is ready to do that (3.0 added language for what happens when there is no default framebuffer), WGL is not.As a side note, I concur with Illian that iOS's way of doing bits: make a render buffer and use FBO jazz to render to that is better than that currently in EGL/GLX/WGL.
Cleaner to use, perhaps; not necessarily cleaner to implement. That would mean that, when the window is resized, the implementation needs to suddenly cleave this memory from the default framebuffer. That's probably not an easy thing to just do.




Buffers, framebuffers, textures... all are just buffers and can be anywhere in memory. Resizing a framebuffer is just a buffer re-allocation, nothing more, nothing less. What I described is very easy to implement. The texture object would just reference the underlying buffer... and that's it. The framebuffer could be released completely, the OpenGL context could even be destroyed... but the kernel wouldn't release the buffer, because I own the reference to it and I could use it anywhere I want, even in the contexts I have not created yet. Or I can just map it (using the kernel interface) and read its memory...
