As we already know OpenGL is the standard common API among every CAD/CAM software, image-video editing and rendering, not to mention video games, and other interactive applications...
However, some may choose an alternative wrapper such as a scene graph. I'm aware that a scene graph is more than just a wrapper, but this is to make sure we are not off-topic. Based on my experience working on CAD project, and at a point we had to use an engine, it's was a management decision anyway. Since then we have been facing problems...from reintegration to instability...to inflexibility...I'm not going to criticize any engine in particular, but does it worth wasting time to get some features provided by the engine for free, while we can write our own with a little more effort?
Anyone has such a nightmare using an engine and then they decided to switch back to the more logical and practical solution?
ONE big issue was the Vista and that some hardware lacks of good drivers...and I mentioned that in different post "Under the hoods of Vista." Again, do developers need to support the platform,or is it the platform creators' responsibility?
Why in the first place we need to go back to DOS days and doubling rendering path-lines, for different APIs?
Do we need to support a "company," or their platform because they want to enforce their "standards," which are unstable and will never be?



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