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This article is crap. Unfortunately I don’t have the time or knowedge of MiniGL required to make it make sense.
The indication that NURBS support is at the same level as vertex specificiation is false. NURBS are supported in GLU, which is specifically intended to be a higher-level library than core GL. GL itself supports polynomial evaluators, which can be used for simpler curved surfaces such as Bézier patches, a functionality which could be (and probably is) implemented in hardware.
At the time MiniGL was relevant, OpenGL did not support any type of shader, although it does support volumetric textures.
Changed "useful in the gaming arena" to "useful in the gaming arena at the time"
Having some features implemented in drivers does not make it "less than useful as a HAL". Restricting it to purely lowest-common-denominator features would.
The "example" given of MiniGL’s variability is irrelevant; OpenGL doesn’t require display lists or line drawing to be implemented in hardware, and driver-side implementations used to be common.
I programmed in "MiniGL" for a short period while I owned an original 3dfx board and I've rewritten the article to reflect my recollections of the history although most internet resources on the topic seem to have dried up. I hope mine is somewhat more accurate than the previous text! ThomasHarte17:21, 10 November 2005 (UTC)[reply]