The only OpenGL-related thing that's not completely proprietary is Mesa3D. |
Correct me if I'm wrong, but the actual OpenGL implementation is provided by the end user's graphics vendor, right? So even though it's proprietary, do you have to worry about that when developing.
As a developer, you're not distributing OpenGL implementations, just your code which contains stuff from OpenGL header files and import libraries. So the only license you'd be bound by is those of the provider of the headers and import libraries.
For GCC/MinGW therefore, I assume you can develop and distribute as you like.
Have I got this just about correct?
PS: For developing with OpenGL under MSVC, I assume you'd be bound by the terms of the Windows SDK license, though I don't know what they are...
PPS: As for using SFML => bound by OpenGL license, is that a problem? All the OpenGL stuff you need to distribute is already inside the SFML binaries, so it must be under zlib unless Laurent has made a mistake (unlikely ^^).