Carmack worked on the Linux Utah-GLX drivers in the runup to q3's release and would have had a lot of thoughts on the low-level GL implementation details.
I've no knowledge of OpenGL but based on the content in the story I'd take a stab that they weren't implemented fully for performance reasons. I don't know why a game developer would be so concerned with that though. But I know nothing about game development either ...
You'd need knowledge of the beta version of Open GL on OS X, from twenty years ago, as well.
Probably the ability to read memory from arbitrary places in the kernel via DMA. It's continued to be a challenged for DMA devices...
Carmack worked on the Linux Utah-GLX drivers in the runup to q3's release and would have had a lot of thoughts on the low-level GL implementation details.
I've no knowledge of OpenGL but based on the content in the story I'd take a stab that they weren't implemented fully for performance reasons. I don't know why a game developer would be so concerned with that though. But I know nothing about game development either ...