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There's no wrapper because a modern high level rendering engine doesn't expose raw graphics APIs to the user, and instead keeps it behind higher level structures like draw calls and render graphs. At that layer, you don't need the C++ API, in fact you want something to efficiently let you manage the OpenGL context state as directly as possible. And a C API is fine for that.

Basically, the amount of code interfacing with OpenGL should be fairly minimal.



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