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Multiplatform dev, OpenGL

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So we have this multimedia app written in Java, and Apple "deprecated" Java, and we have customers using Macs. All things considered - and I don't wanna go into it here - I decided it's time to redo the software without Java.

So this time around I want to be able to target Windows, Mac OS X and iOS with as much common code as possible.

I am thinking about using a minimal subset of OpenGL as the graphics API.

I don't see anything wrong with this in theory, but I haven't tried it in practice; all my OpenGL programming experience was on Linux around 10 years ago, so I don't know what practical issues there might be on Windows.

I have heard people complain about poor OpenGL support in Windows, though I do know that Blender always seems to just work.

Are there any practical limitations I should be mindful of, other than just making sure to use a lowest common denominator of features?

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