@GamerX: Unfortunately your graphics card only supports OpenGL 2.0 (not 2.1), but Sledge will still work for you - in Sledge, before you open a map, go to Tools > Settings, and on the first tab you will see a drop down for "Renderer". Select the middle option and save the settings, then try to open a map again.
@kaffikopp: Currently I'm only looking to support Goldsource and Source, but I'm not opposed to supporting additional formats later if there is demand for them.
@ciba43: I was able to downgrade the required OpenGL version to 2.1 (from 3.0), and Wiki seems to indicate that the FX 5200 supports up to OpenGL 2.1, which probably explains why it is now working for you!
@x6herbius: That's really cool, I had a read through your thread and it looks as if you're well on your way with the theory (much ahead of where I was after 7 months working on my editor!), but you haven't done a huge amount of code yet.
You're more than welcome to look at the Sledge code and use that to inspire your implementation, and of course I would love if you were interested in helping out with Sledge itself! No pressure of course
(but it sure would be nice to have someone working on Source stuff in Sledge parallel to my efforts in getting Goldsource support complete!)
Your thread has lots of good ideas and I hope you don't mind if I borrow some of them in the future. I saw you were focusing on portability (hence using Qt), Sledge is theoretically portable with Mono but I haven't had the chance to get it working properly on Unix-like systems yet.
Whether you are looking at Sledge code or trying to work out some detail for your own implementation, feel free to drop me a line and I will try to offer some advice. Hopefully I can save you some of the time it took me to work out some of the annoying tricky details of implementing an editor! I was especially interested in your discussion about VBO's and shaders - I've just finished such an implementation myself and would be happy to offer some advice if you are interested
@Striker: It would be possible with WebGL and some server-side preprocessing (I wouldn't want a browser to be parsing 50mb+ BSP files and JavaScript isn't great for reading binaries), but how useful would it really be? It wouldn't be able to show any textures due to copyright, and it would require the BSP to be uploaded to a server for processing. The most you would get is shaded polygons and a freelook camera, which I admit would be pretty neat, but is that really any more useful than uploading screenshots instead? I guess you could do the same thing with RMF/MAP/VMF as well, but still...