According to: http://www.khronos.org/opengles/beco...s_adopter.html
- Access to the OpenGL ES 1.0 Sample Implementation (Open Source Wrapper for Desktop OpenGL)
I don't see how this can possibly conform
to the open source definition (http://www.opensource.org/docs/definition.php).
Or does "open source" in this case mean that
you get the source code only when you pay
to become an adopter?
Is it possible to create derived works
from that source code, as is required by
the open source definition?
It seems a very bad idea to not let
developers use this implementation,
while developing on a workstation.
Even if you are using an implementation
for a specific device it is several
orders of magnitude slower to develop
than working on the PC directly.