@lokitkhemka yes, you need to switch from the exact analytical geometry to surface meshes consumed by GPU. That is why literally all geometric kernels contain "faceters" aimed at constructing sparse triangulations out of the CAD B-rep. In OpenCascade, it's the BRepMesh algorithm: a pretty sophisticated piece of logic evolved to its current (robust enough, quick enough, accurate enough) state for quite some years. I remember times when it consumed all your memory, locked itself in data races, left unmeshed regions, etc. Now it's much better.
But displaying meshes is only a half of the thing. You will also need interaction, at least interactive selection and some transformations/manipulations with your geometry on the scene. All this is doable if you invest enough time to your self-education (I did not) and spend many hours after on programming things. But at the end you'll end up with an independent renderer which is worth the effort.
Once I was told by a game designer that OpenGL is good enough for typical use cases and you might wanna use Vulkan if you're kinda doing a triple-A fancy renderer exploiting GPU to its full extent. That's why I thought pure OpenGL is sufficient for CAD. And bringing game-like experiences to CAD sounds super-awesome, although I never thought deeply what exactly it might mean