> you are doing yourself a ***HUGE*** favor if you keep all the opengl
> calls caged in a single thread.

OK, this is obvious.  I obviously misinterpreted the original statement:
Threading *within* *an* OpenGL context.  I wanted to point out that
threading goes well with OpenGL as long as all OpenGL calls come from
the same thread, which is exactly what you're saying above.

Apart from this, I'd go even further:  Most stuff can be decoupled so
that the computation can even be split between different processes,
which may even run on different machines.  Take again visualization
(OTW) for example:  It's (dynamic) input is position and orientation of
the aircraft(s), output is altitude above ground.  These are rather
minor amounts of data which can easily go across a network.

Most commercial FTDs and FNPTs (including these of the company I used to
work for) do it that way.  It pays to identify and separate the involved 
concepts using well-defined interfaces.  Doing so leads to clean,
extensible and efficient design.

Best regards,
-Gerhard
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