HW OpenGL was not available on the consumer machines (Win95, Win2K) at all, GLQuake used so-called "mini-driver" which was just a wrapper around few Glide APIs and was a way to circumvent id's contract with Rendition, which forbade them from using any proprietary APIs other than Verite (the first HW accelerated game they released had been VQuake), by the time the full consumer HW OpenGL drivers became available circa OpenGL 2.0 time, DirectX 9 already reigned supreme. You can tell by the number of OpenGL games released after 2004 (mobile games did not use OpenGL but the OpenGL ES, which is a different API).
I don't remember console development fondly. This is 25 years ago, so memory is hazy, but the GameCube compiler and toolchain was awful to work with, while the PS2 TOOL compile/test cycle was extremely slow and the API's were hard to work with, but that was more hardware craziness than anything. XBox was the easiest when it came out. Dreamcast was on the way out, but I remember really enjoying being clever with the various SH4 math instructions. Anyhow, I think we're both right, just in different times. In the DX7 days, NVIDIA and ATI were shipping OpenGL libraries which were usable, but yes, by then, DX was the 800lb gorilla on windows. The only reason that OpenGL worked at all was due to professional applications and big companies pushing against Microsoft's restrictions.