- GL4 Drivers?
- JAICO - Code Optimization
- could add some functions to load image?
- gl3.h & gl4.h ? gl_core?
- Texture swizzle in sampler?
- VAO is evil
- OpenGL rebuilt from the ground up?
- Extensions for stereoscopic rendering
- Atomic global counter in Direct3D 11?
- Indexed Instancing
- Missing prototypes in glext.h
- unsigned int for switch in GLSL
- wanted: up to date OpenGL reference pages
- Missing DSA functions
- Request: multiple index streams.
- Siggraph 2010
- Request: tweak transform feedback
- Tweak glDepthRange
- No OpenGL 4.1 at Siggraph...? :/
- New(er) spec means new begging.
- A forum suggestion
- Request: Index indirection.
- glext.h v63 bug: Missing glVertexAttribDivisor
- .spec request: XML
- KTX and EGL
- Offline GLSL compilation
- glIsTextureComplete
- Memory management
- Can OpenCL replace GLSL?
- Ttexture-origin selection.
- Native Bezier curve & surface patch rasterization
- Unit testing framework for OpenGL
- GL_ARRAY_BUFFER with glBindBufferBase
- Rasterization Evaluation Shader
- 4.1 == 11?
- Statless texture specification and access
- Reference Implementation
- Adjacency primitives from tessellation output
- GL_AMD_name_gen_delete is bad?
- Have you thought the theoretical possibility of
- Texture Switching
- Fix point sprites
- Consolidated Vertex Array with ModelView Matrix
- Ptex extension
- Suggestion for unified bufffers and other things
- OpenGL at GDC
- Texel location
- Rigorious gamma bookeeping
- Default values for samplers
- 2 programmable texture access enhancements.
- GLSL source code via function calls.
- Rendering without Data
- Programmable Stencil Buffer
- Different number inputs to a geometry shader
- Default sampler indices AND block buffer bindings
- vec3 worldCoord(vec3 ); window to world FragCoord
- Where's my post?
- Query buffer object
- glbindtexture(GL_texture_2d, 0) in GLSL
- bvec and/or/xor operators?
- Functions to deprecate. GL 4.2
- Suggesting: add a GL_INSTANCE_ARRAY_BUFFER
- GL_EXT_abgr
- Simplify syntax and usage
- Pre-Baked Resources
- Suggestion for GLSL: "select"
- How to download OPENGL 4.1 Library
- Control for busy-waits in blocking commands
- map OpenGL events to OS waitable primitives
- Buffer Shaders
- Path rendering
- Nested Timer Queries
- sync to vertical blank with single-buffered window
- 64-bit integer vertex attribute
- Direct State Access
- Native Multiple GPU Support
- Rumours about a rewrite of Opengl specification
- buffer_storage
- GL_EXT_discard_framebuffer
- Shader Emulation Function Switching Mode
- gpu_performance_state_info
- Request: variadic instancing
- Some Ideas
- DrawXInstancedTransformFeedback
- Fancy glGetError
- Shader Stage input output
- DGL
- Naming resources for debugging
- driver version query
- Modern objectoriented approach. OpenGL 2?
- getAttribLocation fix suggestion
- Vector Sprites: "Sprite2D & Sprite3D"
- A couple of suggestions
- Core GL_RAx formats
- scrap opengl32.dll
- Querying fragment varying out variable names
- Performance
- Are they...dead?
- My suggestions
- GLSL Program -uniform state packet-
- retrieving buffer/display list/VBO's vertxacies
- glDrawElements - Tetrahedron
- Toward Version 4.3
- complete the extended arithmetic support in GLSL
- Enforce speeds and focus on 2D! and More
- glVertexAttribIPointer
- OpenGL Ext Suggestion_by Christopher_Harmason_Fragment Range Clamp(output pixels)
- The new opportunity for the parallelization of OpenGL
- Per Fragment depth mask
- In-shader state modification
- Fragments for all
- mix( matrix, matrix, float )
- Suggestions for OpenGL 5
- Modern GLSL style
- mutable texture formats
- Lock the Default Framebuffer
- GLSL - named entry point
- opengl gui
- sub-ranged texture() in GLSL
- Further separation of sampler objects
- Update Website to Show Specific Functionalities Visually Not Just Textual
- Implement Basic File Loading Into OpenGL's Standard.
- Map Texture Objects
- GLSL: variable telling which shader stage is compiled
- Kill off cube map face targets already
- Sanitize the spec files
- Make NV_texture_barrier core functionality.
- glTexStorage2D automatic mipmap level calculation
- Block Compression Pass
- Small suggestion about information about texture format and stuff
- OpenGL should provide direct font support
- sampler-Variables in Uniform-Blocks
- Expose GS layer/viewport provoking convention in GLSL
- shader source names
- Compile time shader stage information in GLSL
- Allow for DEPTH_STENCIL_TEXTURE_MODE to be sampler state
- Allow getting number of samples for both textures and images in GLSL!
- Reduce top frame in GL Reference Pages
- Barycentric coordinates and more
- To the authors: Please try to bit a more consistent
- buffer usage while mapped
- Open Source Silicon Implementations
- My OGL 4.4/5? suggestions
- Primitive Restart with a twist
- glMultiDrawElements + Query
- Freaky gl_FragDepth
- Cross buffer blend
- glBlendEquationSeparateRGBA
- Work groups with priorities