Sorry if any of this sounds harsh, but why doesn't OpenSG use glGenLists() to allocate it's display list ids?

Not being able to reliably call glGenLists() in my own OpenGL code makes it very difficult to integrate standard OpenGL with OpenSG. I know that I can work around this by just manually allocating a large number of display lists at the beginning of my application, but this really just works around the problem. It does not solve it. Until OpenSG uses glGenLists(), it will always be possible to write OpenGL code that will not integrate with OpenSG.

On a related note, does OpenSG behave similarly for texture objects, vbos, shader objects, etc?

-Allen


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