> >- having multiple Users and X-Servers running on a single
> >  video card output plug. This would mean having a hosting
> >  X11 system and multiple windows (i.e. vertically tiled)
> >  with X11-on-OpenGL application windows that will never
> >  interfere with each other.
> 
> This is not an OpenGL limitation on any platform I know. You 
> can layer OpenGL views just finein OS X. I have no idea why 
> you think windows have to be tiled.

I thought about benefits of doing such an xserver.
It was not particularily meant for your specific target.
(You might want to describe it a bit more, do you?)

The screen layout might be arranged in whatever way you want,
i just mentioned this as a sample case. 
You on the left, your girlfriend with the USB mouse right. ;-)

> >I admit, its not a way to develop hardware drivers, but it
> >might be helpfull in tracking down software problems or
> >supplying people flexibility an choices in setup and another
> >level of security.
> 
> I don't see why this is at all relevant.

see above...

> >Letting X11 run on non Unix environements is a compareable
> >situation, its just a question for the details solution on
> >how to allow an X11 display driver module to route api calls
> >down to another OpenGL/Glut pair interface at the real X11(?)
> >driven hardware. Todays grafics adapters provide at least
> >some quake subset of OpenGL native to the OS, so X11 should
> >then at least run on any todays grafics adapter if it has to.
> >
> 
> I'm not running an xserver on an xserver, what would be the 
> point in that? 

possibly others might want to do so, at least its the simplest
way to make such things you want running.

> Also I would never use GLUT for something like this.

Glut is a default library that covers any OS specifics from
your programming. And there are pretty lots of differences.
Thats why i paired it with the OpenGL standard. Else you
have to fiddle with wgl, aux, x11-basics, ... depending on
where you are.

> This OS provides a full commercial OpenGL 1.3 implementation 
> plus any extensions my video hardware supports. I don't need 
> to bother with sub-non-standards like quake.

OpenGL in itself is not complete in itself.
The main part that is missing is the surface management.
OpenGL in its core only a drawing interface.

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