In regards to image reloading, we rely on filesystem notifications to know when a file is changed, and that triggers a rescan of the file/folder in question. I would bet the delay is a combination of various implementation details of all of that. However, the image viewing feature wasn’t built to try and allow for custom rendering, so I’m not surprised it doesn’t work for that.
As @OdatNurd has pointed out, we don’t use OpenGL on Windows or Linux. This is based on experience than Jon has had working on games and with Sublime Text 1 being based on OpenGL. There were just far too many issues related to OpenGL drivers and hardware. Even to this day browsers have extensive blacklists for GPU acceleration on Linux.
In general I doubt we’ll be exposing a raw drawing API any time soon for Sublime Text. The more that is exposed, the more general purpose the entire code base has to be, and then that makes it harder to keep things fast since they can’t be as purpose built. And then there is the maintenance burden. Every time something is exposed, it locks us into supporting that at least for the remainder of the major version. @rwols make a pretty good point that minihtml is the closest thing we have to arbitrary text/graphics rendering, however that is currently limited to popups and phantoms, and probably wouldn’t work well for rapidly changing content.
I think we are far more focused on trying to be a fast text editor that looks good, can be taught to work with new languages pretty easily, and has a bunch of heuristic-based helpers that save busy-work when coding. There is no way we’ll be competing with language-specific IDEs, or general purpose browsers with text editor controls built on top of them. But since we have lots of purpose-built components, we can generally make things perform well, optimize things where necessary and provide a pretty decent cross-platform experience.