ngrava:
Hey I’m also just starting out with opengl, so any advice is welcome 
Glut is pretty easy to program, thats really nice. But the problem is that there are many features missing which you will need in any application. For example I couldn’t find anything about a “Load window” in the GLUT documentation…but every program will need this for open/save/import/export files.
And I’m not sure if it’s a good idea to mix GLUT with the win api. Or even if it is possible.
And since I’m not really a linux freak…well to be honest I don’t like it (no use for it…just have to program for it because of my study) I think it’s better to go with the win api.
I also think if you have a nice clean structured program, it shouldn’t be a too big problem to port the finished program to linux. But there is a long way to go… 
Now there is much to do before I really start programing. First I’m not sure yet about my data structure for my polys. There seem to be two main structures (winged edge, half edge). Or maybe I will just use one from a known file format and base my program on this (for example .obj). Than I have to see how much work it will be to convert from this format to .RIB, because I plan to integrade/go some freeware renderman renderer.
There are also some hidden surface removal methods…not sure yet which one fits best.
Well than I have to write my two main algorithm - the first one which converts my subdividided mesh into my voxel object, and the second one which calculates the poly mesh from my voxel object.
hm…long long way to go 