GPL versions? If I understand what you’re saying correctly, you wouldn’t need to worry about that as integrating OpenGL involves using the operating system’s headers and libraries - this is the most painless way to go, and is JUCE’s case.
So any user with a 2011 NVIDIA would be disqualified?
As I was trying to convey, it’s not that cut and dry. The best approach I can suggest is asking your users, with bold lettering, to keep their GPU drivers up to date. This should cover the large majority of cases, whether it’s an Intel, AMD or NVIDIA GPU.
can you share your experience with customers who are not compatible.
Before recently jumping back to JUCE, I’ve been in a GPU rendering world mainly, but mostly mobile and consoles. There aren’t many choices but to try and accommodate a lowest common denominator - wherever the market share gives the best bang. For the application/game engine I was working on, this meant targeting minimum spec of devices and OS versions: iOS 8 and Android 4.2 (Jelly Bean). On consoles, you can thankfully specify a minimum OS version in your packages, and the OS will prevent launching the app until your user updates.
As a last resort on desktop apps, you should allow the user to switch between CPU and GPU. If feasible, accumulate user metrics to better understand and average out the minimum hardware specs.