   Best "wrapper" or "framework" for OpenGL?
  I've been using OpenGL for a long time, and I have found I have difficulty using OpenGL unless I first implement a "simpler" API on top of it - a wrapper.When I write an OpenGL wrapper, the first thing I try to simplify is the use of global state. OpenGL has so much hidden state that it usually bites me - I forget to glDisable something, and it causes rendering to go funny in some unrelated part of the program.  So my  wrappers are usually stateless, when you use them to render, the rendering is only affected by the parameters you pass in, not by the things you've rendered previously.I know other people use wrappers too - I've seen the NeHe basecode, for instance.So my question is - are there any really good, general-purpose wrappers out there, that possibly I could borrow?  If you mention one, mention what it tries to simplify.- JoshPS. I should mention that I'm not looking for a full-fledged 3D engine.  I want something with the same basic functionality as OpenGL --- you pass it some vertex data, some textures, some configuration stuff, and it draws.[edited by - Nekhmet on August 3, 2003 3:45:52 PM]
  The NeHe basecode base code isn''t a wraper, it is simply the window code, and code which is used to start opengl up. every thing done with the base code is done with standard opengl there is no wraping. 