Microsoft bears a lot of the burden for D3D by collecting and maintaining the common code (as well as nontechnical stuff like patent licensing and sublicensing). SGI didn't do that for OpenGL in the early days, and by the time it understood the problem, most hardware vendors had already invested in independent driver code bases for OpenGL. So today there's not as much sharing in the OpenGL world as there might have been. Some improvements are possible, though, and are being discussed in the ARB.
Allen,
This is encouraging to hear. Have you heard any rumblings about where the common code base would come from?
-- /\ Jens Owen / \/\ _ [EMAIL PROTECTED] / \ \ \ Steamboat Springs, Colorado
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