This was implemented with the help of the following links:
[1] Apple's Mac OS X OpenGL interfaces: http://developer.apple.com/qa/qa2001/qa1269.html
[2] As above, but updated: http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_pg_concepts/chapter_2_section_3.html
[4] Intro to OpenGL on Mac OS X: http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_intro/chapter_1_section_1.html#//apple_ref/doc/uid/TP40001987-CH207-TP9
About the CGL API, (from [1]):
CGL or Core OpenGL is the lowest accessible interface API for OpenGL.
It knows nothing about windowing systems but can be used directly to
find both renderer information and as a full screen or off screen
interface. It is accessible from both Cocoa and Carbon and is what both
NSGL and AGL are built on. A complete Pbuffer interface is also provided.
Functionality is provided in via the OpenGL framework and applications
can include the OpenGL.h header to access CGL's functionality. Developers
can see an example of using CGL with Carbon in the Carbon CGL code sample.
Documentation and header files are found in:
/System/Library/Frameworks/OpenGL.framework
/System/Library/Frameworks/GLUT.framework
"""
import ctypes, ctypes.util
from OpenGL.platform import baseplatform, ctypesloader
class DarwinPlatform( baseplatform.BasePlatform ):