I'd like to report a few bugs (hope this is the right place) I encountered while developing our games. Those are the ones I explicitely wrote done or remember right now, there is more to come but not today. Also remember that I can only speak for my setup, so all those bugs appear at least on my sam460ex and Radeon 9250 with the latest official OS updates.
MiniGL:
1.1. triangles are being clipped at the viewport edges, apparently if 2 vertices fall out of the viewport. Looks like somebody tried a smart optimization and failed

EDIT: no, it's something different: the triangles don't vanish, they are colored falsely - which at first glance made me think I'd see what's behind them (I should have known better - there are no other triangles behind, the mesh is optimized, only the skymap should have been visible if the triangles would actually vanish)... But in reality we got interpolation-madness. Only tested with flat-shading / no texturing.
Probably MiniGL tries to work-around bug 2.1 internally by creating vertices / triangles that are inside the view and fails?! Smells like that. Although that would imply that bug 2.1 is known for years and was not fixed nevertheless.
1.2. when using flat-shading the vertex-color from the 1st vertex of a triangle is used. This is not OpenGL compliant, the 3rd vertex' color should be used.
1.3. same thing with normals.
1.4. when lighting and color-material are enabled vertex-colors are not interpreted correctly. All faces end up with the same color - apparently being the one of the last primitive of a draw-array-call (happens at least with DrawElements, only tested with texturing disabled).
EDIT: also happens with DrawArrays, of course. Only tested with flat-shading.
Warp3D:
2.1. triangles are not drawn at all under certain circumstances. Apparently if one or two vertices fall out of the viewport by a certain amount. This is NOT the same bug as the one I mentioned for MiniGL (1.1)! It also should not be a guard-band-effect (and if it is then it is not implemented properly in the driver, don't know if the hardware does it itself or if it is programmable via driver), we are not talking about vertices that are thousands of pixels outside the viewport. This looks like somebody tried to implement some additional early-clipping-optimization and failed

It can be reproduced easily by drawing a viewport-centered triangle and by zooming it's x/y coords more and more. At a certain point (won't take long) it will simply vanish - although it should still contribute to the image.
As a workaround for our upcoming game - where this bug makes the playfield disappear when zoomed in - I increased the playfield's tesselation, so the triangles don't get that "large". Of course this workaround is no general solution.
2.2. disabling W3D_TEXMAPPING is not enough, I have to disable the respective texture-unit too. Maybe that is the desired behaviour, but if it is that way, then please document it (please also note my still unanswered question regarding docs in the SDK support section). There is more similar weird / undocumented behaviour, I will extend this list from time to time.
2.3. sometimes my textures are drawn with blueish rectangular artefact-areas inside (sam460ex, Radeon 9250) although the texture-data is 100% correct and aligned and inside valid ranges (happens randomly, apparently only on larger textures).
EDIT: Happens regardless of texture-size; especially annoying if it's a small black texture used for background fading for example

Compositing on R200:
3.1. same effect as 2.1. (this is the reason why the cut-scenes before game-play-start are missing in my "Battle Squadron" port for AOS4 on non-RadeonHD machines; back then I did not investigate further - I simply saw that the zoom planet background vanished on R200 systems and therefore disabled the game-start-animation completely

3.2. when using blending on a 16bit hicolor target then fully transparent texels of the source bitmap are not drawn fully transparent but there is a slightly visible "halo", so you can see the rectangular shape of your COBs (composition objects). You can spot that on Ace Of Hearts (tooltype FIX16BIT=0) and M.A.C.E (although it's harder to see here because of the overall darker appearance) if you run it on a 16bit Workbench-Screen.
Cheers,
Daniel