


For extensions, I use glLoadGen which is by far the easiest and safest way to load OpenGL extensions I have found.

In OpenGL, I go through the usual hoops: That is, I create an invisible window, query the extension functions on that, and then finally go on to create an OpenGL context that suits me. If you find a mistake, please drop me a line so I can fix it! Device creation & rendering contexts The hardest part for me during porting is to find out which OpenGL API corresponds to a specific Direct3D API call, and here is a write-down of what I found out & implemented in my rendering engine. Welcome to my Direct3D to OpenGL mapping cheat-sheet, which will hopefully help you to get started with adding support for OpenGL to your renderer.
