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Heh, you're right, I got a little snarky. Sorry :-P

But I got bit by half-assed "GL" ways of doing things before. SDL has everything, in layers, so you can grow into it. Unlike "portable GL" libraries which are discrete, isolate dead-ends.



Calling GLFW a "dead end" is misleading and unfair.

GLFW does not attempt to handle OpenGL for you, it handles windowing and input for you. I personally really don't want SDL anywhere near my projects because it imposes its own structure upon me. (I don't use Allegro, even for 2D code, for similar reasons.) I am simply not all that fussed by writing up a VBO handler and some pretty simple OpenAL code myself--it isn't difficult enough for me to warrant the huge blob of extraneous SDL stuff.




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