- Please implement RTT.
- Vertex arrays segmented
- Suggestion for shadow volumes improvement
- GLSL inline assembly
- GLSL samplers as structs
- why different semantics
- The old "is it accelerated or not" question
- Call for orthogonality
- Current ARB meeting notes?
- Geometry programs
- New OpenGL extension
- Geometry instancing
- make a branch of OGL for "games"
- ARB meeting notes?
- How to get OpenGL2.0 SDK
- How to get OpenGL2.0 SDK
- errors installing opengl
- Improving GL_ARB_occlusion_query
- What about ARB meeting notes?
- Topology / Geometry processor
- blending in shaders
- slightly off.. diagram suggestion
- optimization instead of float math ?
- More GLU - Transform functionality
- SinglePass Dynamic CubeMap gen and Extended Buffers
- intermediate language for glsl, hlsl, et al.
- For GLSL
- DX10 preliminary spec out -or will we have the same features availble in OpenGL core
- Better fonts
- Something for OpenGL 2.5
- An SDK!
- Newb suggestion..
- Advanced control of vertical sync.
- GLSL: Extended information using texture samplers
- Ability to draw to back buffer with native graphics calls
- SGI may go bankrupt
- Excellent Suggestion
- An opportunity for increased OpenGL use
- some sort of progress reports: continue ARB meeting notes
- GL_RAY_virtual_textures extension
- uniform buffer
- VertexAttribute in GLSL
- Depth cubemaps
- backward compatibility
- GLSL and Shading
- Offscreen-only GL context
- Explicitly using multiple GPUs.
- enhanced index arrays
- Geometry shaders extension
- Direct VRAM acces
- Query GPU capabilities
- Tool
- what about multi_threading ?
- Vertex array frequency
- Second depth depth buffer
- New targets for ARB occlusion query
- Depth-render to cubemap
- Physics
- cubemap rasterizer
- New texture compression methods and format
- Occlusion queries inside shaders and "group objects queries" for HW-frustum culling
- Suggestions for a declarative shading language
- Siggraph06
- Some OpenGL improvement suggestions
- OpenGL: high or low level?
- Software implementation
- Remove GL_ARB_shading_language_100
- glVertexAttribPointer
- Texture arrays
- DirectX 10, and where is OpenGL going?
- Extensions for controlling SLI/Cross Fire
- Colored alpha or blending shaders
- How often will the OpenGL specs will be updated?
- EGL for full OpenGL?
- Updated version of blue book?
- OpenGL 3.0 and GPGPU
- glVertexOffset
- Ideas for a new toolkit, SDK, and a reference rasterizer
- heightmaps
- XHTML/DOCBOOK specification with 3D schemas
- GLSL should learn something from NVIDIA Cg
- Depth minmax?
- Extension to glPolygonOffset
- Arbitrary number of clip planes
- Creating textures in GL 3
- Antialiasing/framebuffer shader
- Transparency CBuffer
- Deprecation of vertex shaders and addition of shading layers in upcoming OpenGL LM
- Read from read/write texture should be valid until pass writes
- GLSL Annotation Syntax
- DRM Via Remote Display On Linux
- Suggestion: GetTexSubImage2D() et al.
- Z-Buffer and occ queries improvements
- High-language-level SDK layer
- Thread friendly GL_COMPILE through gl{Pause/Resume}List()
- DEPTH24_STENCIL8 texture format sampling from shaders
- We Want This First!
- xorg randr services in opengl API
- Repeating sub texture images
- vertex and fragment shaders in same file
- glToroidalTexSubImage2D
- possibility to switch between fullscreen/windowed without loosing resources
- Multithreaded OpenGL using Display Lists
- What do you want in GLU?
- glSetUniformLocation(const char* name, GLuint loc)
- OpenGL#
- 32 bit Depth Buffer?
- Regarding Spec files
- Quaternion functions for GLSL
- About GLSL1.3(or 2.0)
- ability to add userdata to wgl context
- Aliasing one texture with another
- Occlusion query should also return rejected samples
- Suggestion for the SDK
- OpenGL 3 at Siggraph 2007 ?
- Will this be possible in the new OpenGL
- Suggestion for lpImageData[123]D
- glsl "offline" compilation
- Full support for early-z would be nice
- server side buffer object copy
- Ellipsoids
- SDK support for Visual Basic 6?
- Shader Model 5 suggestions
- Extensions?
- Register calling convention
- Things that need to be ported to the new object model ASAP
- The Pipeline newsletter
- Depth shader
- Math-friendly matrices?
- Device copy from 2D to 3D texture
- Higer Exposure of OpenGL product
- "Better" Generation of Cubemap Mipmaps
- Conformance Test
- Is this real-time?
- Source Code
- Increased number of texture color channels
- Different types of MRTs + parallel shader progs
- 16 bit float texture upload
- Drivers instead of Implemntation
- Use a left-handed coordinate system
- GLSL blend functions
- What's next ?
- Can GLSL support Unsized array like cg ?
- Simple way to get texture dimensions in GLSL
- Hardware Cursor Support Needed for OpenGL
- Technologies used in Hollywood blockbusters
- Direct export for standart functions
- I dunno, how about getting the next release DONE?
- Model shaders proposal
- Bindable Uniform Issues
- Vector Relational Operators
- Where's OpenGL 3?
- Enhanced glBufferSubData
- Improving the SDK
- OpenGL 3.1
- Curious to who is sticking with OpenGL now...
- Sensible Extensions String
- Multiple GPU
- API evolution - idea exchange
- GL_EXT_Program_Data_Object
- RFC: GLX_XX_fbconfig_context_version
- OpenCL PDF from SIGGRAPH
- State Objects
- VAO problem
- What did we miss from Longs Peak
- GL3: support VB-less vertex shader
- OpenGL Next via OpenCL
- Use for OpenGL Post-3.0 Profiles
- GL 3 & D3D: The War Is Over
- Talk about your applications.
- Long-term SDK plans
- No more mapping layers, or arbitrary ones
- Newsletter
- glGetString( GL_DRIVER_VERSION )
- Do not deprecate GL_QUADS please
- Version War!
- The end to 12 years of being an OGL developer
- OpenGL 3.0 / What Why and How?
- Busted!
- GL_ARB_vertex_array_object2
- DirectX 11 preview available, impact on OpenGL?
- DX10 DrawAuto for GL
- API Innovision to surpas DX
- ObenJL
- How to beat driver issues
- Support for precompiled shaders not needed !
- OpenCL spec out, thoughts about GL+CL.
- Make the blend stage to become programmable?
- Might be Useful!
- newer versions of the red and blue book?
- Writing the Blend-Color in the fragment shader
- Siggraph Asia 2008 slides suggestions for OpenGL
- Current GL 3 .0
- OpenGL 3 on Windows 7
- About the extension registry ...
- GPU target?
- Version 3.x
- Replacement of display list by immutable objects
- Deprecate of make consistent draw calls!
- Different Blend Mode per RenderTarget
- ARB_Sync please!
- My wish list for next version(s) of spec of GL
- To Improve Implementation
- Extensions to promote to ARB/core
- Get rid of Win OpenGL32.DLL
- GL Future?
- Tutorials
- Instance Shader proposal
- depth-stencil texture: read stencil value.
- Regarding Graphichs Library development
- Blend shaders
- New way to create objects
- Framebuffer Object - proper support
- Opaque types inplace of GLuint
- OpenGL 3.2 support in new nVidia linux beta driver
- Mix and match shaders ala GL_EXT_separate_shader_.
- glBufferData variant with retained data copying
- "NVIDIA releases OpenGL 3.2 beta drivers"
- My wish list for OpenGL next versions
- Gaps between DX10 and OpenGL 3.2
- ARB_sync and the future.
- A topic idea that might make a good sticky.
- Promoting OpenGL under Windows
- Depth range equation
- Public bug tracker for feature requests
- Separate sampler state from texture state
- direct_state_access reloaded
- OpenCL forum on OpenGL.org?
- Shared blend channel for multiple color attachment
- Lock API
- Extension Database ala Delphi3d
- Integer "blending" and stencil value from texture.
- More info for FRAMEBUFFER_UNSUPPORTED
- about glTexParameter()
- feature request: indexing per attribute
- New Extension
- GL_depth_clamp
- ARB Feedback
- Direct GL_YUV, GL_YCbCr or YCoCg texture support ?
- #include in glsl
- Subset of blending modes for 32 bit integer render
- GL_EXT_texture_state
- OpenGL 3.2 updated?
- Future of OpenGL/GPUs
- Tessellation?
- Dx11 catchup
- Half suggestion, half reality check
- GLU considered important
- Very useful features
- New GL spec means: new begging.