25 minutes ago, a light breeze said:
I'm going to have to disagree with that.
The easiest way to get started on OpenGL is to use one of the many libraries (such as SDL) that hide all of the hairy platform-specific code. I would use SDL (or one of its many alternatives) even if I were targeting only a single platform, but it also provides platform independence basically for free.
Writing platform-dependent code is a bad habit that can be difficult to quit. If you're just getting started, it's best not to pick up that habit in the first place. Plus, using SDL is actually easier than using the Windows API.
I think you may not have read my post fully, or misunderstood it, or maybe missed the overall context of the thread. (Also, I wasn't the first in the thread to suggest that the OP might not be ready for multi-platform development.)
The OP appeared to be attempting to write cross-platform code from scratch while perhaps not yet having a solid grasp on the fundamentals of C/C++ development. It was this approach that I was advising against. Using SDL or something similar would be perfectly reasonable and entirely in line with my suggestions. In fact, in the very post you quoted I suggested the possibility of using a higher-level framework.
Also, I'd disagree that writing platform-dependent code is a bad habit. I agree it's probably not the way to go for the OP (the point of my original reply), and it's probably something most developers can avoid. But if no one wrote platform-dependent code, we wouldn't have high-level frameworks to begin with.
In summary, I don't think we actually disagree on anything of importance. I think you just misinterpreted my post.