5 hours ago, DarkRonin said:
As someone who writes programs primarily for desktop, I figure it isn't worth the hassle supporting OSX or Linux. 95% of the bother for 5% or the market. No thanks...
Disagree, i could say adding another platform is more likely adding 5% of work for that, but then having 95% less competition on those platforms
(I remember some indies said they only survived because they did support OSX and Linux, for example Frictional Games.)
2 hours ago, DarkRonin said:
As opposed to OpenGL where we have to fight with SDL, GLUT, GLEW, and who knows what else.
I disagree with this as well. I've never used one of those libs - they are not necessary even if you target multiple platforms. It is not hard to create GL contexts, load extensions or handle user input yourself by using a handful of OS functions. Less trouble than keeping those libs updated or replacing them when they die.
For me GL always was easier to use than DirectX in this regard, because it did NOT require to download a big SDK, update it and so forth. You only download a small number of header files from Khronos and the implementation comes with graphics drivers. That's fine and i cant's see any issue there. GL really has other problems about the API itself. (I remember a time when i neither had hard disk space nor download speed for DirectX SDK, seriously
)
Just to point out that's very subjective. Nowadays there's nothing left i like about GL myself anymore. (With the exception you can still use glVertex() to get some quick visuals without a need for 3000 lines of code, shaders or a lib just to draw a line.)