Hi Anton,

You should take a look of Embarcadero engineer work, on FMX : They done exacly that : We can discuss on the good or the bad of the implemention end/or architecture, but their solution is here and available now.

Their goal was simple : When you create a 3d Component, the drawing must :
- Give the same results on OpenGL (OSX) DirectX (Win) and OpenGLES (Mobile)
- Must permit low level vertex access.
- Must take care of Shaders

The API and class tree is, in my point of view, pretty good, even if the VertexData access and Index access is not very weel design : We are more near DirectX than OGL. :/

Cheers,

Vincent