If SDL2 is supported, the PlatformFactory will now use it for creating the OpenGL ES context. Previously, it would revert to the native drivers when GraphicsContextFlag.Embedded was specified.
Added IDisposable interface to all classes holding native data that must be freed. OpenTK.Toolkit.Init() now returns an IDisposable instance that can be used to cleanup all native data held by OpenTK. This is useful when re-initializing OpenTK (possibly in a new AppDomain), as is the case in the Example browser.
This is a new platform that can be used then sdl2 is installed on the target system. SDL2 is commercially supported by Valve and provides better support for MacOS compared to our current implementation (Cocoa vs Carbon). It will also help us introduce faster support for new platforms. Existing platforms remain as a fallback and will be automatically used if sdl2 is not installed.
Please note that this is still a work in progress. The new mouse and keyboard API is not supported yet. Due to limitations of sdl2, multiple mice/keyboards are also not supported.
Added GraphicsContext() constructor that takes an existing, valid OpenGL context. This can be used for interop with third-party toolkits which create the OpenGL context themselves.
Improved CreateDummyContext logic to detect and use the context handle of the current thread or a specified handle.
Removed GetCurrentContext() methods from platform-specific context implementations (everything now goes through the relevant IPlatformFactories).
Added OpenGL 3.0 support for GLX contexts.
Added support for creating dummy contexts (useful if you are creating contexts from an external library).
Cleaned up unused and stale code.