Note this isn't a troll, I'm just frustrated.
Lets see, problems:
1. No AGP/Video Ram usage builtin
2. I get one big vertex buffer with wglAllocMemoryNV? wglAllocMemoryNV returns NULL for almost everyting
3. Interleaved vertices don't seem to be a priority, but I though that was what made D3D fast.
4. I can't find the HTML specs for 1.3 or 1.2.1, only Unix PS and PDFs written with bad fonts.
5. D3D spits out error messages to the debug window, Does OGL have error messages?
6. glGetError has a total of 8 error types, which doesn't help me find out what I'm doing wrong
7. Extension spec format is almost worthless for finding out how to use the extensions. What am I supposed to do, merge it with the spec and then read the whole thing? Specs don't append GL_ to any identifiers, its implied.
8. I can't set a texture stage to use the coordinates from another stage, So 3 stages = 3 texcoords and huge vertices.
9.TEX_ENV_COMBINE doesn't seem to work for stages without a texture, even if im using GL_PRIMARY_COLOR_EXT
10. Display lists are good, but don't seem to support any sort of indexed primitives.
11. After I learn NVidia, I have to start over with ATI?
12. Whens 2.0 coming out?
If you've got the answers to these, that would be greatly appreciated. I get the feeling the only reason Quake 3 got made was because id had driver source code for the cards. OpenGL would be great for a quick class project, but game ready it is not.