Well, I've always been using my own little "framework".
It just draws a test mesh and reloads the shader- and texture-files so I can see immediate results when editing the shader-code or saving a texture in photoshop.
That's not particularly amazing but I never really needed more.
I also find it rather convenient to be able to quickly hack some very custom vertex data setup code when optimizing the fragment shader.
But I must admit I usually prefer to work the oldschoolish way
