> >- having multiple Users and X-Servers running on a single
> > video card output plug. This would mean having a hosting
> > X11 system and multiple windows (i.e. vertically tiled)
> > with X11-on-OpenGL application windows that will never
> > interfere with each other.
> This is not an OpenGL limitation on any platform I know. You
> can layer OpenGL views just finein OS X. I have no idea why
> you think windows have to be tiled.
I thought about benefits of doing such an xserver.
It was not particularily meant for your specific target.
(You might want to describe it a bit more, do you?)
The screen layout might be arranged in whatever way you want,
i just mentioned this as a sample case.
You on the left, your girlfriend with the USB mouse right. ;-)
> >I admit, its not a way to develop hardware drivers, but it
> >might be helpfull in tracking down software problems or
> >supplying people flexibility an choices in setup and another
> >level of security.
> I don't see why this is at all relevant.
> >Letting X11 run on non Unix environements is a compareable
> >situation, its just a question for the details solution on
> >how to allow an X11 display driver module to route api calls
> >down to another OpenGL/Glut pair interface at the real X11(?)
> >driven hardware. Todays grafics adapters provide at least
> >some quake subset of OpenGL native to the OS, so X11 should
> >then at least run on any todays grafics adapter if it has to.
> I'm not running an xserver on an xserver, what would be the
> point in that?
possibly others might want to do so, at least its the simplest
way to make such things you want running.
> Also I would never use GLUT for something like this.
Glut is a default library that covers any OS specifics from
your programming. And there are pretty lots of differences.
Thats why i paired it with the OpenGL standard. Else you
have to fiddle with wgl, aux, x11-basics, ... depending on
where you are.
> This OS provides a full commercial OpenGL 1.3 implementation
> plus any extensions my video hardware supports. I don't need
> to bother with sub-non-standards like quake.
OpenGL in itself is not complete in itself.
The main part that is missing is the surface management.
OpenGL in its core only a drawing interface.