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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