   OpenGL across DLLs
  Hi, I have written a wrapper for OpenGL in order to stay API independent.Now I am pretty new to working with dlls, so I wonder if I can simply use the wrapper in the dll code as well or do I have to export the wrapper functions?Does this cause any rendering context problems if I just use the wrapper in the dll?The wrapper functions are encapsulated in a namespace and just call the gl functions .   
  Hi,I built something that sounds quite similar.  I have an executable which linked with a graphics engine DLL.  The executable then invoked another DLL that contained a graphics demo or game for example.I had to place the window creation code (incl. OpenGL context creation) in the executable.  I think there are ways around this (i.e. so I _could_ have created the window in the DLL) but they are platform specific.The graphics engine DLL contained a bunch of classes that called OpenGL functions as usual (e.g. Font, Texture, Terrain).  I did not have any problems with context.  You have to be careful to export your functions/classes correctly from the DLL and import them correctly in the executable and demo/game DLLs.(I did the last part with preprocessor magic, such that symbols such as GAME_ENGINE_IMPORT or GAME_ENGINE_EXPORT were defined in the project settings to determine if symbols were imported or exported).  See MSDN/Google for examples.Sorry I cannot give you a more concrete example but I do not have my code to hand.Hope that helps,dhm;  I guess the graphics driver handles the context then.thx   