Buggy glGenerateMipmapEXT (Mesa and Intel(Windows) bug).
This was observed with software (no direct) rendering with 7.0.2 (segfaults) and 7.2.? (makes X crashing; sweet). With Mesa 7.5.1 (but tested only with radeon and radeonhd, so possibly it's not really related to Mesa version! Reports welcome) no problems.
Buggy generation of cube maps on FBO (Intel(Windows) bug).
Symptoms: Parts of the cube map texture are uninitialized (left magenta). Reproducible with view3dscene on demo_models/cube_environment_mapping/cubemap_generated_in_dynamic_world.x3dv . Using separate FBO for each cube map face doesn't help (actually, makes it worse, there's more magenta), so it's not about being unable to do RenderToTexture.SetTexture multiple times.
Observed, and this workaround is needed, at least on:
Buggy generation of cube maps at all (Intel(Windows) bug).
Symptoms: Parts of the cube map texture are uninitialized (left magenta). Reproducible with view3dscene on demo_models/cube_environment_mapping/cubemap_generated_in_dynamic_world.x3dv . This is worse then BuggyFBOCubeMap, magenta is always seen at positiveX part of the cube map.
Observed, and this workaround is needed, at least on:
Buggy GLSL "const in gl_Xxx" (NVidia bug). Segfaults at glCompileShader[ARB] on GLSL declarations like "const in gl_MaterialParameters material". Affects some NVidia drivers on Linux (like version 295.49 in Debian testing on 2012-06-02).
Buggy (looks like wireframe) FBO rendering to the multi-sampling texture (ATI(Windows) and Intel(Windows) bug). This makes our screen effects broken on multi-sampled contexts.
Buggy gl_FrontFacing in GLSL. Observed on Mesa 10.x with OpenGL 3.x (see implemenetation for details where it's observed / not observed).
Note that avoiding gl_FrontFacing (that seems to always has inverted value?) is only a part of the workaround for these GPUs. The other is to not render back faces, since it seems that normals are *always* oriented to point to the light (so, if you don't look at gl_FrontFacing, you are lit from *both* sides). So enable backface culling, or just be prepared that backfaces may be incorrectly light.