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  1. Please implement RTT.
  2. Vertex arrays segmented
  3. Suggestion for shadow volumes improvement
  4. GLSL inline assembly
  5. GLSL samplers as structs
  6. why different semantics
  7. The old "is it accelerated or not" question
  8. Call for orthogonality
  9. Current ARB meeting notes?
  10. Geometry programs
  11. New OpenGL extension
  12. Geometry instancing
  13. make a branch of OGL for "games"
  14. ARB meeting notes?
  15. How to get OpenGL2.0 SDK
  16. How to get OpenGL2.0 SDK
  17. errors installing opengl
  18. Improving GL_ARB_occlusion_query
  19. What about ARB meeting notes?
  20. Topology / Geometry processor
  21. blending in shaders
  22. slightly off.. diagram suggestion
  23. optimization instead of float math ?
  24. More GLU - Transform functionality
  25. SinglePass Dynamic CubeMap gen and Extended Buffers
  26. intermediate language for glsl, hlsl, et al.
  27. For GLSL
  28. DX10 preliminary spec out -or will we have the same features availble in OpenGL core
  29. Better fonts
  30. Something for OpenGL 2.5
  31. An SDK!
  32. Newb suggestion..
  33. Advanced control of vertical sync.
  34. GLSL: Extended information using texture samplers
  35. Ability to draw to back buffer with native graphics calls
  36. SGI may go bankrupt
  37. Excellent Suggestion
  38. An opportunity for increased OpenGL use
  39. some sort of progress reports: continue ARB meeting notes
  40. GL_RAY_virtual_textures extension
  41. uniform buffer
  42. VertexAttribute in GLSL
  43. Depth cubemaps
  44. backward compatibility
  45. GLSL and Shading
  46. Offscreen-only GL context
  47. Explicitly using multiple GPUs.
  48. enhanced index arrays
  49. Geometry shaders extension
  50. Direct VRAM acces
  51. Query GPU capabilities
  52. Tool
  53. what about multi_threading ?
  54. Vertex array frequency
  55. Second depth depth buffer
  56. New targets for ARB occlusion query
  57. Depth-render to cubemap
  58. Physics
  59. cubemap rasterizer
  60. New texture compression methods and format
  61. Occlusion queries inside shaders and "group objects queries" for HW-frustum culling
  62. Suggestions for a declarative shading language
  63. Siggraph06
  64. Some OpenGL improvement suggestions
  65. OpenGL: high or low level?
  66. Software implementation
  67. Remove GL_ARB_shading_language_100
  68. glVertexAttribPointer
  69. Texture arrays
  70. DirectX 10, and where is OpenGL going?
  71. Extensions for controlling SLI/Cross Fire
  72. Colored alpha or blending shaders
  73. How often will the OpenGL specs will be updated?
  74. EGL for full OpenGL?
  75. Updated version of blue book?
  76. OpenGL 3.0 and GPGPU
  77. glVertexOffset
  78. Ideas for a new toolkit, SDK, and a reference rasterizer
  79. heightmaps
  80. XHTML/DOCBOOK specification with 3D schemas
  81. GLSL should learn something from NVIDIA Cg
  82. Depth minmax?
  83. Extension to glPolygonOffset
  84. Arbitrary number of clip planes
  85. Creating textures in GL 3
  86. Antialiasing/framebuffer shader
  87. Transparency CBuffer
  88. Deprecation of vertex shaders and addition of shading layers in upcoming OpenGL LM
  89. Read from read/write texture should be valid until pass writes
  90. GLSL Annotation Syntax
  91. DRM Via Remote Display On Linux
  92. Suggestion: GetTexSubImage2D() et al.
  93. Z-Buffer and occ queries improvements
  94. High-language-level SDK layer
  95. Thread friendly GL_COMPILE through gl{Pause/Resume}List()
  96. DEPTH24_STENCIL8 texture format sampling from shaders
  97. We Want This First!
  98. xorg randr services in opengl API
  99. Repeating sub texture images
  100. vertex and fragment shaders in same file
  101. glToroidalTexSubImage2D
  102. possibility to switch between fullscreen/windowed without loosing resources
  103. Multithreaded OpenGL using Display Lists
  104. What do you want in GLU?
  105. glSetUniformLocation(const char* name, GLuint loc)
  106. OpenGL#
  107. 32 bit Depth Buffer?
  108. Regarding Spec files
  109. Quaternion functions for GLSL
  110. About GLSL1.3(or 2.0)
  111. ability to add userdata to wgl context
  112. Aliasing one texture with another
  113. Occlusion query should also return rejected samples
  114. Suggestion for the SDK
  115. OpenGL 3 at Siggraph 2007 ?
  116. Will this be possible in the new OpenGL
  117. Suggestion for lpImageData[123]D
  118. glsl "offline" compilation
  119. Full support for early-z would be nice
  120. server side buffer object copy
  121. Ellipsoids
  122. SDK support for Visual Basic 6?
  123. Shader Model 5 suggestions
  124. Extensions?
  125. Register calling convention
  126. Things that need to be ported to the new object model ASAP
  127. The Pipeline newsletter
  128. Depth shader
  129. Math-friendly matrices?
  130. Device copy from 2D to 3D texture
  131. Higer Exposure of OpenGL product
  132. "Better" Generation of Cubemap Mipmaps
  133. Conformance Test
  134. Is this real-time?
  135. Source Code
  136. Increased number of texture color channels
  137. Different types of MRTs + parallel shader progs
  138. 16 bit float texture upload
  139. Drivers instead of Implemntation
  140. Use a left-handed coordinate system
  141. GLSL blend functions
  142. What's next ?
  143. Can GLSL support Unsized array like cg ?
  144. Simple way to get texture dimensions in GLSL
  145. Hardware Cursor Support Needed for OpenGL
  146. Technologies used in Hollywood blockbusters
  147. Direct export for standart functions
  148. I dunno, how about getting the next release DONE?
  149. Model shaders proposal
  150. Bindable Uniform Issues
  151. Vector Relational Operators
  152. Where's OpenGL 3?
  153. Enhanced glBufferSubData
  154. Improving the SDK
  155. OpenGL 3.1
  156. Curious to who is sticking with OpenGL now...
  157. Sensible Extensions String
  158. Multiple GPU
  159. API evolution - idea exchange
  160. GL_EXT_Program_Data_Object
  161. RFC: GLX_XX_fbconfig_context_version
  162. OpenCL PDF from SIGGRAPH
  163. State Objects
  164. VAO problem
  165. What did we miss from Longs Peak
  166. GL3: support VB-less vertex shader
  167. OpenGL Next via OpenCL
  168. Use for OpenGL Post-3.0 Profiles
  169. GL 3 & D3D: The War Is Over
  170. Talk about your applications.
  171. Long-term SDK plans
  172. No more mapping layers, or arbitrary ones
  173. Newsletter
  174. glGetString( GL_DRIVER_VERSION )
  175. Do not deprecate GL_QUADS please
  176. Version War!
  177. The end to 12 years of being an OGL developer
  178. OpenGL 3.0 / What Why and How?
  179. Busted!
  180. GL_ARB_vertex_array_object2
  181. DirectX 11 preview available, impact on OpenGL?
  182. DX10 DrawAuto for GL
  183. API Innovision to surpas DX
  184. ObenJL
  185. How to beat driver issues
  186. Support for precompiled shaders not needed !
  187. OpenCL spec out, thoughts about GL+CL.
  188. Make the blend stage to become programmable?
  189. Might be Useful!
  190. newer versions of the red and blue book?
  191. Writing the Blend-Color in the fragment shader
  192. Siggraph Asia 2008 slides suggestions for OpenGL
  193. Current GL 3 .0
  194. OpenGL 3 on Windows 7
  195. About the extension registry ...
  196. GPU target?
  197. Version 3.x
  198. Replacement of display list by immutable objects
  199. Deprecate of make consistent draw calls!
  200. Different Blend Mode per RenderTarget
  201. ARB_Sync please!
  202. My wish list for next version(s) of spec of GL
  203. To Improve Implementation
  204. Extensions to promote to ARB/core
  205. Get rid of Win OpenGL32.DLL
  206. GL Future?
  207. Tutorials
  208. Instance Shader proposal
  209. depth-stencil texture: read stencil value.
  210. Regarding Graphichs Library development
  211. Blend shaders
  212. New way to create objects
  213. Framebuffer Object - proper support
  214. Opaque types inplace of GLuint
  215. OpenGL 3.2 support in new nVidia linux beta driver
  216. Mix and match shaders ala GL_EXT_separate_shader_.
  217. glBufferData variant with retained data copying
  218. "NVIDIA releases OpenGL 3.2 beta drivers"
  219. My wish list for OpenGL next versions
  220. Gaps between DX10 and OpenGL 3.2
  221. ARB_sync and the future.
  222. A topic idea that might make a good sticky.
  223. Promoting OpenGL under Windows
  224. Depth range equation
  225. Public bug tracker for feature requests
  226. Separate sampler state from texture state
  227. direct_state_access reloaded
  228. OpenCL forum on OpenGL.org?
  229. Shared blend channel for multiple color attachment
  230. Lock API
  231. Extension Database ala Delphi3d
  232. Integer "blending" and stencil value from texture.
  233. More info for FRAMEBUFFER_UNSUPPORTED
  234. about glTexParameter()
  235. feature request: indexing per attribute
  236. New Extension
  237. GL_depth_clamp
  238. ARB Feedback
  239. Direct GL_YUV, GL_YCbCr or YCoCg texture support ?
  240. #include in glsl
  241. Subset of blending modes for 32 bit integer render
  242. GL_EXT_texture_state
  243. OpenGL 3.2 updated?
  244. Future of OpenGL/GPUs
  245. Tessellation?
  246. Dx11 catchup
  247. Half suggestion, half reality check
  248. GLU considered important
  249. Very useful features
  250. New GL spec means: new begging.