Me sticking with OpenGL since it works! Direct3D is still amateur, inconsistent behavior and lack of solid documentation. The SDK doc leaves many things ambiguous so that you never can tell if it's a bug or inconsistency in the way it should be used. Smart eh? Direct3D is great for single-windowed application with one viewport camera system. Try use a complicated multi-viewport CAD-like things and you are screwed up!
So yeah my graphics abstraction layer will still be implemented on top of OpenGL until we decide to support Intel graphics. I then will hire a D3D guru to write a D3D port.
OpenGL is what worked for me with less suffering over the period of 10 years of graphics programming.



