I still say both of the renderers have their own stupid problems.
Software has issues with large areas and skies in said large areas, as well as a few stupid renderer bugs when next to a thok barrier and with sprites on FOFs. It also has a tendency to create vertical lines in areas with a lot of complexity. Take one look at one of Shadow's maps or anything with a lot of FOFs next to each other in software and you'll see exactly how buggy it is. Also, because of how software is drawn, it is not possible to look straight up and down, for obvious reasons.
OpenGL has issues with many video cards to start out, and a lot of quirks with the lighting. For one, it's WAY too bright. It also makes colormaps not as strong as software, although sometimes that is a good thing. It will also paste colormaps onto FOFs or Lower Unpegged textures that are above the water, which creates really weird looking grass over something like slime, with a drastic color difference between the purple slime and the green grass. Translucent walls straight up don't work at all, either. The OGL coronas for many things look kinda weird, which I will admit Blaze dealt with rather well in SASRB2. Also, it doesn't terminate rendering correctly on a one-sided linedef, so it occasionally shows things behind the thok barrier.
By the way, a441, that camera going in the wall issue occurs in both renderer modes. It's a problem with the camera, not the renderer. It does happen to be a little easier to randomly occur in OpenGL for some reason, however.
I simply use the renderers for different things, myself. I use software when playing 1 player or any mode where I prefer to have the third person camera. I use OpenGL when playing deathmatch or any mode where I prefer first person, since the higher resolution and looking vertically is really nice when trying to aim.
Software has issues with large areas and skies in said large areas, as well as a few stupid renderer bugs when next to a thok barrier and with sprites on FOFs. It also has a tendency to create vertical lines in areas with a lot of complexity. Take one look at one of Shadow's maps or anything with a lot of FOFs next to each other in software and you'll see exactly how buggy it is. Also, because of how software is drawn, it is not possible to look straight up and down, for obvious reasons.
OpenGL has issues with many video cards to start out, and a lot of quirks with the lighting. For one, it's WAY too bright. It also makes colormaps not as strong as software, although sometimes that is a good thing. It will also paste colormaps onto FOFs or Lower Unpegged textures that are above the water, which creates really weird looking grass over something like slime, with a drastic color difference between the purple slime and the green grass. Translucent walls straight up don't work at all, either. The OGL coronas for many things look kinda weird, which I will admit Blaze dealt with rather well in SASRB2. Also, it doesn't terminate rendering correctly on a one-sided linedef, so it occasionally shows things behind the thok barrier.
By the way, a441, that camera going in the wall issue occurs in both renderer modes. It's a problem with the camera, not the renderer. It does happen to be a little easier to randomly occur in OpenGL for some reason, however.
I simply use the renderers for different things, myself. I use software when playing 1 player or any mode where I prefer to have the third person camera. I use OpenGL when playing deathmatch or any mode where I prefer first person, since the higher resolution and looking vertically is really nice when trying to aim.