Hi Aaron:
This is a somewhat "official" response to your question ... (grin) ... or at least a response from a person on the Autodesk Inventor team who actually works with and writes the code that connects to Direct3D and OpenGL ... (grin)
I have posted replies to similar questions before and I will summarize again, because your subject raises the question directly.
There is one huge difference between Direct3D and OpenGL regarding graphics drivers. Direct3D API usage and functionality support is tested by Microsoft as part of the Windows Hardware Quality Lab (WHQL) graphics driver testing and certification process. OpenGL usage has never been and is not now part of the WHQL certification.
We are using the Direct3D API in a standard way, using the functionality in the Direct3D spec which is tested by WHQL. Therefore, the normal assumption which should be reasonable is that if your graphics driver is WHQL certified, the chances are very good that Autodesk Inventor R11 will work using Direct3D.
This is not true for OpenGL. The reason we have such an extensive Hardware Library of graphics card certifications for OpenGL is because the OpenGL community has no equivalent conformance and certification process apart from accepting the word of the graphics HW vendor that the driver works. Based on our many years of experience, this is something we cannot do so we must spend a significant amount of effort testing and certifying OpenGL graphics drivers ourselves.
This is our first release using Direct3D. While we occassionaly encounter mistakes on our part in terms of Direct3D API usage, Direct3D itself seems to work fine. The opposite is true of OpenGL. We have been using OpenGL for many years and have very few new changes in our OpenGL API usage. In spite of this, we continue to encounter new graphics drivers from HW vendors that fail our testing and certification, even though our code may not have changed at all in terms of where the problems appear.
If OpenGL works fine for you, that is great and you can use it. On the other hand, while we have had over ten years of using OpenGL, which should be time for the OpenGL HW vendors to "get it right" (grin), they haven't been able to do that, as I mention above. We are no longer willing to be so tolerant of crash-to-desktop situations that are _not_ caused by our code but are caused by bad OpenGL grapihcs drivers from graphics HW vendors. Given that Microsoft has the WHQL testing and certification program, we are now working with Direct3D under the assumption that we will not have the same level of catastrophic failures we have seen all too frequently with OpenGL graphics drivers.
As I mentioned above, this is our first release using Direct3D and given that we have had over ten years to make our usage of the OpenGL API "correct", we expect that we will have a few Direct3D API usage items to sort out and may not have found every possible problem in this initial release. The hope is that with continued use of Direct3D, we will solve any outstanding Direct3D API usage items that we may have and we will provide an experience using Inventor across all graphics HW that is reliable, conformant to the "correct" display, has optimal performance, and allows us to use advanced 3D graphics HW features and functionality in a way that you can benefit from as opposed to tentatively trying out new features to see if the graphics driver will crash under you, which has been the all-too-frequent experience with OpenGL graphics drivers for over ten years.
I hope this helps provide some background for you.
Thanks,
Norbert
Norbert Jeske
Graphics and Visualization Technology Lead
Autodesk, Inc.