
Well, if it helps any, I have finally uploaded my first draft of the window system to my GL3+ bleeding edge repo. API is not final, but close and somewhat documented. Here is my commit summary:
* Window system API has a few rough edges, but is almost as intended.
Doxygen documentation needs more work, but is partially complete.
* Use of the expression 'config' in OGRE source has been replaced with
'option' wherever it is more accurate.
* Render system and window system now have separate options.
* The SampleBrowser has been nearly fully ported to SDL2. Only mobile
sections still need to be ported. Having little 3D mobile
experience, I leave this to more capable hands.
* Samples have been ported to SDL2. They appear to work.
* A new window system folder is created in root to store
window systems. This is meant to encourage implementing
window systems which can be shared across multiple render systems,
though OS and render system specific windowing goes here too.
* Only the SDL2 window system has been implemented. GLX will be
next. The remaining window systems are left for others to port as
needed.
I haven't tested some of the more recent changes in Windows or Mac.
First I want to apologize first to anyone who tries to review my code. It is all one humongous commit from Hades because most of the changes could not be done incrementally in a useful way.
Second I want to apologize for taking so many centuries to push this. I won't make any excuses, though I have plenty. Instead, I am going to try and make up for it by getting this window system finalized and ready for inclusion upstream posthaste.