hehe...
Just to be clear - i don't want to argue aboud 3D programming APIs.
I used D3D only as an example. Just because apps written in this API behave similarly to apps that use 3D hardware acceleration for only some of 3D rendering (via OGL, D3D, 3Dfx, or any other API that gives access to 3D hardware), but also implement their own software-only algorithms to do some other things.
My point was that using OpenGL API (for everything that is 3D (even 2D) rendering related, and is supported by OpenGL) one is able to write an engine that will use 3D hardware always when available (contrary to other APIs).
And my question (again) was "does the Trem's engine use OpenGL API to render everything that is possible to be rendered by OpenGL? Or does it implement some software algorithms to render things that were not supported by hardware when the engine was written, although they could be written using OpenGL API (which supported 'em at that time, yet still in software mode)?"