Lately I've gotten the feeling that OpenGL is really going mainstream, including in KDE. We already have quite a few apps that are using it and it looks like more are coming.
However ATM many of those apps are reinventing the wheel by writing same generic code such as a texture class over and over again.
So I got the idea of creating some kind of KDE OpenGL library. It would have Qt-style API that KDE developers would be familiar with and would provide some common building blocks that would ease development of OpenGL apps. Right now I'm thinking texture and shader classes, maybe a camera class, some common functions, vector library (Eigen should be great for that) and perhaps an extension library (GLEW could be used). I don't want too many things though, it should still stay lightweight instead of becoming yet another fully featured 3d engine.
And it should be extensible. If your app needs e.g. cubemap textures, you should be able to write a CubemapTexture class that inherits from Texture class and provides necessary functionality. Such extensions could even be put into a common place so that other apps could copy them into their own source tree and use them without bloating the library.
The library probably needn't depend on KDE itself, just on Qt. This might make it interesting for pure Qt apps as well.
What do you think of that idea? Would you use such a library? Or know someone/something that might? Add your comments here.