- Timeline contradictions
- New revision of the OpenGL 2.0 whitepapers available
- [shaders] glQueryProgramPerformance()
- So why...?
- OpenGL timeframe?
- OGL2.0 : programmable texture filters
- Specific way to implement hiden object culling
- Computer color blindness in VB
- Creative Labs/3DLabs deal - any implications?
- OpenGL Verification
- We need your input on.....
- Windows 2000...
- implementation hints to application
- We need multiple simultaneous depth tests!
- opengl for sis magic 315 128mb
- Phong
- Interaction between OGL2 objects and auto. mipmap generation
- Procedural Textures?
- OpenGL 2.0 suggestions
- glVector3d
- OpenGL 2.0
- Idea for decals
- Primitive Processor for Shadow Volumes
- Facing information accessible by fragment shader
- OpenGL puts work on Video Card not Processor
- The OpenGL 2.0 compiler challenge
- 3Dlabs p10 opengl2 and image processing
- My Suggestion
- Detection of upgraded video card vs. onboard video
- 2d performance
- 2d Higher level API - SVG - Universal Canvas
- Things to Add - from a newbie :)
- HOS
- wow!
- ARB_vertex_program: early exit register
- MultiTexture
- Screen correction(gamma correction) support needed!
- EXPECTED RELEASE DATE FOR OPEN GL FOR WINDOWS XP
- Very stupid suggestion...
- EXPECTED RELEASE DATE FOR OPEN GL FOR WINDOWS XP
- Advanced Blitting
- optimized frustum test
- .NET
- Advanced buffers
- Fragment Shaders
- Is this feasible?
- OpenGL 1.5 and high-level languages
- Pitfalls
- new primitives??
- A noob suggestion
- OpenGL2 draft specifications online
- OpenGL2.0 issues
- suggest
- Display list extension
- Expose triple/double buffering distinction in WGL_ARB_pixel_format
- Dot3^n
- replace depth of fragment by depth texture value
- New blending functions to support downstream alpha keying
- Support for Rage Pro_C
- Basecode Jump For Beginners
- Depth Min/Max
- star wars jedi knight2 jedi outcast
- Open GL with Windows XP
- Raytrace+Radiosity+large number of lights to support high quality render
- OpenGL rendering engine
- ARB_shadow - Compare Functions
- OpenGL for SIS6326
- An alternative to triangle strips and triangle fans
- Accum. Buffer Extension
- switching to software mode feature per feature
- Open GL Setup for Win XP
- Texure Mapping
- Two little enhancements to NV_occlusion_query
- Audio Library
- hitTest
- Windows XP openGL
- BSP trees for display lists
- Space filling curve primitive
- Volume Transparency meathod
- GL2
- Buttons and shortsightedness
- My suggestions.
- radians
- Consistence
- HW Raytracing with OpenGL?
- Fog
- Texture shaders/programs
- glBitmap()
- A better GLU
- OpenGL 2.0: Vertex Program vs Vertex Processor
- BeginIf, EndIf
- State-mapping shader/extension
- gpu or cpu and glPointSizePointer
- Opengl for motherboard graphics
- ARB meeting notes
- for vertex cache size optimization
- Just some thoughts
- OpenGL Hardware ICD ON/OFF ?
- Collision Detection?
- Better Error Code Detection
- ARB meeting notes for December meeting?
- program debugging extensions
- adopt SMASH API
- opengl successors
- Calling external library function from shader
- Improve shader docs
- reading from the framebuffer
- glslang Only 1 gl_FragColor
- glslang preprocessor pragmas
- New Headers
- Egg of columbo
- Lowest value in the stencil
- glslang constant name
- Input/sound library....
- Preview of OpenGL 2.0?
- Writing to textures in shaders
- glHint - precision for fragment programs
- glslang - some odd decisions ?
- EXT_multi_draw_arrays
- General purpose programs executed on GPU
- Multiple Monitors
- Virtualized Passes...
- object programs
- Stencil buffer functions
- more ARB_vertex_program invariance options
- what about call to determine if extension is supported on hardware?
- no support
- rectangle texture
- Vertex Program pulling AGP data (other than vertex data)
- Light objects, material objects
- double buffered pbuffers
- double precision float pbuffers
- Maybe extra vertex props?
- What's happening with opengl
- Ray Tracing
- Reinitializing state machine to its default
- document performance hits
- does OpenGL 2.0 will remain extensions ? and ...
- OGL high-level API to attract newbs from dx
- GLslang: 'promises'
- possible useful feature
- Examples
- Next gen hardware NEEDS this feature
- Histo-visibility
- automatic normal calculation?
- Paletted Textures and Shared Paletted Textures
- extend fragment program
- buffer instances and manipulation for fragment programs
- YCBCR textures / ARB extension
- Rearrange the draw....
- Primitive kill or Conditional Arrays
- debugging support routines
- GL_NORMAL_BUFFER_BIT
- Raytracing and GL_POINTER_BUFFER_BIT
- Separate filtering by texcoords
- New Function Name for Ortho
- quaternions
- use double precision inside GL - AGAIN
- Fixed function bump mapping/EMBM
- Texture buffers
- should support..
- Binding to windows.
- OpenGL 1.5 specification corrections
- Functional (non-imperative) Shading language & BSDF helper functions
- Stricter conformance testing? Enforcing it?
- Object Oriented API
- Just make it good
- Render directly to texture...
- Processor specific math operations
- New zbuffer to do IOT
- Shader language
- Simplify
- Paralell rendering
- New Features
- a neat idea
- Occlusion Query Test
- Meeting Notes
- Just curious
- Sample for 3D Terrain Editing
- About current extension mechanism
- Do a "real" openGL SDK, not only an API
- Force specifications!
- Why not make it long term?
- Extensions to maximize use of shaders
- Multi depth Z-buffer
- Cameras
- Animated Map for Radiosity and Caustic
- Shader chanel portability
- api - GPU function speed
- Programmability for blending and testing
- Non decorated OpenGL programs..
- Vertex and Shader Programs
- BRILLIANT IDEA!
- glBitmapText
- User Defined Clipping Surfaces
- glGetString(GL_EXTENSIONS_15);
- Intermediate vertex buffers
- Pls support other languages != C/C++
- Multi screen support
- Are these posts & suggestions read by the OGL cometee?
- inverse and transpose of matrices in glSlang state
- Vertical sync control
- Future non-vendor specific extensions...
- batch rendering/render state management
- break point Index's
- OGL2.0 tools
- GLSL compiler feedback
- Ability to modify Video memory directly (PCI EXPRESS)
- Richer ReadPixels()
- Extended Depth Replace
- topology unit
- Real Curved Surfaces, NOT polygon tesselation
- OpenGL needs real curved surfaces
- OpenGL needs real curved surfaces
- Forget about OpenGL 2 for now, fix your web server & bulletin board software!
- OpenGL 2.0 - Pure!
- Mathematics Behave Control Language
- OpenGL .NET
- light objects
- Interfaces like Cg 1.2
- better glext.h file
- Instancing
- Multipass-Multitexture ability
- acceptable floating point number error ranges
- Textures Loading
- standardised GPU profiling
- debugging shaders
- Delayed Rendering
- Multiple Z Buffer Formulas
- DrawElements index access in vertex shaders
- Texture-language
- ES compatibility
- Asynchronous execution.
- opengl coordinates to pixels
- glGetTexSubImage
- Staticmeshes
- Please implement RTT!
- Lit pixels (luminosity channel)
- OpenGL 2.0 specification nits to fix
- glDrawElements index bias parameter (like in d3d9)
- Q: 2.0 books timeframe? implementation timeframes?
- raytracing/radiosity extensions on OpenGL [ES]
- CPU / GPU shared memory
- Draw Plane
- glMapBuffer for textures
- Provide a different routine to allow reading pixels in top-down order
- Error notifications
- Cube-maps with GL_DEPTH_COMPONENT
- GLSL math library
- A few simple suggestions...