It seems I started a really useless discussion with my little side comment about the new dll, sorry for that, I should have explained better.
My main question seems to have been swallowed:
Who will write this “full OpenGL on top of OpenGL LM” implementation? As I understood it, this would be something that could be done hardware-independant.
I mean, if there is really a “layered” implementation, it should be a seperate library, for example like GLU is now. This library can be tested independant of the actual driver implementation.
Assuming the library structure stays as it is now, the responsibility of writing the layered part is still with the driver writer, and we wouldn’t even notice if the “layered” part is really layered on top of OpenGL-LM or not. So there is still a lot of room for driver bugs.
On the other hand, if the libraries are split into a “legacy” OpenGL library that implements the same interface as it is now, and a seperate LM-library (implemented by the driver), then the legacy library could be implemented hardware independant on top of the LM-library.
In this scenario, the question “who will write it” comes to mind…
To prevent further discussion in the wrong direction: This has nothing to do with the extension loading mechanism, I’m all for using the extension loading mechanism to update the core version.
I’m not talking about the interface to the programmer, but about the internal organisation of the implementation. The earlier comment was just meant along the lines, if we make a change that is that radical, removing a lot of entry points, we might as well start over with a new library, and then again use extensions to update to 3.1, 3.2, … But as I said, the real “outside” interface is not important.