Very insightful link even if I wonder why it is posted here.
“We use OpenGL SW (GDI Generic) in all our QA because at least we get the same consistent result”.
Back to my previous job we were also using the OpenGL Software drivers so be sure that at least it run … well so slowly that it could not be used …
I would say that all these releases OpenGL spec must be seen as a nightmare.
Autodesk is building long term softwares based on a really old code (probably older than 15 years for some) which must be quite horrible. That was exactly this case at my previous job so going into new features even shader was so so so long an painful.
What such software need: stability. They are not going to update their “rendering engine (mess)” for each release.
However, I believe that the main fault is on their side like it was for my previous company. “OpenGL is just an API” “Out software goal is not OpenGL / Direct3D rendering, it’s raytracing, modeling tools”. So basically, if I had a look on the code I would expect to see no OpenGL engine at all, OpenGL code everywhere in 20 000 000 lines of code.
Well, I exaggerate a bit but that the basic idea. Very complicated code to maintain leads to nothing good. I’m using 3DS Max 2010 time to time, I quite like it, but the OpenGL renderer is not a stable option, the Direct3D renderer is “ok” but doesn’t look good, the few shader effects look like hack in the code, the overall rendering is freaky slow.
Finally, I think that OpenGL is valid option for these softwares for compatibility using the fixed pipeline. I agree that Direct3D 10 would be a great platform for advanced rendering because the constrain a really strict.