The graphical user interface hides mysterious mechanics under its curtain. It mixes 2D and 3D contexts on a single screen and allows for seamless composition of these two, much different worlds. But in what way and at which level are they actually interleaved?
Practice has shown that an OpenGL context can be embedded into a 2D widget library, and so the whole 2D interface can be backed with OpenGL. Also some applications may explore hardware acceleration while others don't (while being rendered on the same screen). Does the graphic card "know" about 2D and 3D areas on the screen and the window manager creates the illusion of a cohesive front-end? ...one can notice accelerated windows (3D, video) "hopping" to fit into 2D interface when, e.g. scrolling a web page or moving an video player across the screen.
The question seems to be trivial, but I haven't met anybody able to give me a comprehensive answer. An answer, which could enable me to embed an OpenGL context into a GTK+ application and understand why and how it is working. I've tried GtkGlExt and GLUT, but I would like to deeply understand the topic and write my own solution as a part of an academic project. I'd like to know what are the relations between X, GLX, GTK, OpenGL and window manager and how to explore this network of libraries to consciously program it.
I don't expect that someone will write here a dissertation, but I will be grateful for any indications, suggestions or links to articles on that topic.