OpenGL can be a confusing thing because transforms are applied in reverse order to code execution and some are in code order as well as the fact that the bus is asynchronous and a call to a function may not execute when you think it does, like the CPU registers which have look ahead, but flush when a value is used out of order. So it is very complex in application as well as complicated, but it serves better to expand and preserve mental acuity than any game. Since a person is dealing with dozens of matrices and parallel execution and dozens of other complexities to simply present an image properly it serves to help my thinking process perhaps.
In this case I discovered that the GPU bus action was not atomically locked and if a person never worked on chip sets, that is probably not something that a software engineer considers. This is sphere mapping on the old teapot and a doughnut for breakfast.
I have been experimenting with genetic code as a basis for graphics. It is implemented by creating models and parts and generating the complete product, as if it were manufactured. An example would be the fact that I use a color material and rectangular object to create bricks with some randomness in color and texture and build them into a wall with stucco texture over parts, which is then captured from the FBO and generated as a texture that becomes a wall, which is then used with other created textures to make buildings, and then a city and this then becomes a scene environment texture. In this way I can create very complex scenes that can contain object complexity which would crush any GPU. For instance, I can use a bunch of generated models and place them in a case with complex lighting and shadows, and then snap them from the FBO to become a single texture that looks very realistic and yet requires very little CPU time. By combining several textures from an alpha enabled FBO, it can even give the impression of complex 3D interaction with just a dozen vertices.
Another example is trees and plants, which are generated from scripts. I have discussed that before in blender python context. I can also make trees from the cell like level and then slice them like a sawmill and have wood grain texture objects that exhibit the randomness that might come from nature itself. Along with make-human and other bio generating scripts and articulation, it is possible to produce a continuously variable and entertaining environment.