"Up until now it is true that OpenGL has generally had all the features that Direct3D has been adding."
This is a misinterpretation of the facts that D3D has not had all of the features of OpenGL until the latest release.
"Being designed for games, it has to keep up with the modern consumer hardware while OpenGL has no such need."
OpenGL keeps up with high-end hardware, which is why it had support for T&L, stencil buffer, etc. long before it was plausible to put these features on consumer hardware.
My 2D wrapper was used as an example because the original poster asked how D3D and DD compared to OpenGL. I was addressing his questions about versatility and functionality.
I agree that one should not use any API because somebody else uses it. But Carmack was already using OpenGL before he tore apart D3D by saying it has "no technical reason for existing."
"Whether or not it is smart business strategy to not fully support OpenGL, past examples show us that many GL driver implementations have been shoddy at best."
You were talking about developers and then jump to IHVs so I am unclear as to what point this was an attempt to make. Games are being made (and have been) with OpenGL as the main (or only) 3D API so I will give the benefit of the doubt that Blizzard (DiabloII), id Software (Q3A), and Bungie (Halo) know more about smart business strategies that us. (And yes I know that a game can only support D3D and will be fine, I just wanted to make that point that OpenGL can also be the main/only 3D API for a game.)
OpenGL drivers are available for virtually every video card now. While this wasn't always the case, it is now else I doubt it would be a "smart business strategy."
Well I guess I will address Shikage's last paragraph now (which I said was ignorant, which differs from stupid.)
"The way I see it, OpenGL was really in interim solution to the need for a good stable 3D API while Direct3D was still in its infancy. Now that Direct3D is surpassing it in functionality and ease of use, there's really no reason to go with OpenGL unless you're concerned with porting your application to platforms other than Windows."
You really think that SGI developed OpenGL so programmers would have something to play with while Microsoft was trying to add all of the features to D3D that OpenGL had while MS was trying to make it easy to use? While a minority have said that D3D is now as easy to use as OpenGL, I will give you the benefit of the doubt and say that it is just as easy to use. So now D3D and OpenGL have virtually the same learning curve and virtually the same features, so that means that D3D is _surpassing_ OpenGL in these categories? This just isn't the case and that is why I said his paragraph was ignorant (ill-informed, or perhaps it was just biased), not stupid.
I do not know all of the reasons that Carmack stated that D3D has "no technical reason for existing", but has to wonder why MS has spent the past few years building D3D and pushing it onto IHVs, ISVs, and developing drivers for it something equivalent to OpenGL when they could have just worked on OpenGL drivers and given developers and consumers the same technology a few years ago.