We had talked about abstracting out the raw gl-commands into just
one file, and then to use plib wrappers to plug the HUD into the
scene graph. The plib wrappers could eventually get replaced by osg
wrappers.

The abstraction is still a goal, and so is plugging the HUD into
the scene graph. But I think now that using plib/osg wrappers is
a bad idea. This would prevent us from using some gl features for
absolutely no good reason (e.g. line width, clipping, ...). And
finally, ogl *is* a standard, while neither plib nor osg are. So
why leaving the standard? Raw gl-code can still be plugged into
the scene graph via callbacks, and the only thing that the wrappers
would buy us is management of state changes for performance reasons.
But the HUD code doesn't change that much, and this can be done
manually, too.

Why exactly would we want to limit ourselves?  :-}

m.

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