no, i should think that is the perfect combination if you are willing and able to do all the hard work that comes with it
i'm personally very happy with using only glfw, but on the "i wish i knew this earlier"-side of things, USE glew also!
btw. a tip for chatbox: when you open a chatbox with glfw, enable repeating keys, and when you close it, disable it
that way you can get ggggggggggggggggggggg-like (holding down keys) effect, like in a real textbox
also, if you plant a GLFW_ICON resource name, you can specify your icon for the glfw-window without any hassle
here is the entire contents of an example .rc file (which btw is in text-format):
GLFW_ICON ICON "myprogram.ico"
Thanks for the tips! *EDIT* What parts did you utilize from GLFW vs GLEW?
Also I just recently discovered Allegro and SFML game frameworks. Any thoughts on using either of those for a game/game engine? Even though I believe that learning to do the low-level programming is important, the built in audio systems from those frameworks are sort of appealing, since I'm much more interested in the graphics portion of development than anything else. I've heard a lot of good things about SFML, but I have also heard that it can be "too easy" (more high-level, less control).
easy is good, or even great, so don't be too hasty in running after the lowest level libraries..
i used glfw because it means i can compile for windows, linux and mac os using it
that doesn't mean all my libraries are mac os compliant, but i wouldn't replace glfw with anything.. it's just all there (graphically speaking)
it even supports xbox controllers (USB version that you can plug into any computer)
about SFML and SDL:
someone else should probably speak up, or you could simply look for a description of pros and cons for the common all-in-one libraries
if you have some experience programming beforehand, maybe the best alternative is to simply pick and choose libraries based on your needs
that's what i did