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View Full Version : Suggestions for the next release of OpenGL



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  1. GL4 Drivers?
  2. JAICO - Code Optimization
  3. could add some functions to load image?
  4. gl3.h & gl4.h ? gl_core?
  5. Texture swizzle in sampler?
  6. VAO is evil
  7. OpenGL rebuilt from the ground up?
  8. Extensions for stereoscopic rendering
  9. Atomic global counter in Direct3D 11?
  10. Indexed Instancing
  11. Missing prototypes in glext.h
  12. unsigned int for switch in GLSL
  13. wanted: up to date OpenGL reference pages
  14. Missing DSA functions
  15. Request: multiple index streams.
  16. Siggraph 2010
  17. Request: tweak transform feedback
  18. Tweak glDepthRange
  19. No OpenGL 4.1 at Siggraph...? :/
  20. New(er) spec means new begging.
  21. A forum suggestion
  22. Request: Index indirection.
  23. glext.h v63 bug: Missing glVertexAttribDivisor
  24. .spec request: XML
  25. KTX and EGL
  26. Offline GLSL compilation
  27. glIsTextureComplete
  28. Memory management
  29. Can OpenCL replace GLSL?
  30. Ttexture-origin selection.
  31. Native Bezier curve & surface patch rasterization
  32. Unit testing framework for OpenGL
  33. GL_ARRAY_BUFFER with glBindBufferBase
  34. Rasterization Evaluation Shader
  35. 4.1 == 11?
  36. Statless texture specification and access
  37. Reference Implementation
  38. Adjacency primitives from tessellation output
  39. GL_AMD_name_gen_delete is bad?
  40. Have you thought the theoretical possibility of
  41. Texture Switching
  42. Fix point sprites
  43. Consolidated Vertex Array with ModelView Matrix
  44. Ptex extension
  45. Suggestion for unified bufffers and other things
  46. OpenGL at GDC
  47. Texel location
  48. Rigorious gamma bookeeping
  49. Default values for samplers
  50. 2 programmable texture access enhancements.
  51. GLSL source code via function calls.
  52. Rendering without Data
  53. Programmable Stencil Buffer
  54. Different number inputs to a geometry shader
  55. Default sampler indices AND block buffer bindings
  56. vec3 worldCoord(vec3 ); window to world FragCoord
  57. Where's my post?
  58. Query buffer object
  59. glbindtexture(GL_texture_2d, 0) in GLSL
  60. bvec and/or/xor operators?
  61. Functions to deprecate. GL 4.2
  62. Suggesting: add a GL_INSTANCE_ARRAY_BUFFER
  63. GL_EXT_abgr
  64. Simplify syntax and usage
  65. Pre-Baked Resources
  66. Suggestion for GLSL: "select"
  67. How to download OPENGL 4.1 Library
  68. Control for busy-waits in blocking commands
  69. map OpenGL events to OS waitable primitives
  70. Buffer Shaders
  71. Path rendering
  72. Nested Timer Queries
  73. sync to vertical blank with single-buffered window
  74. 64-bit integer vertex attribute
  75. Direct State Access
  76. Native Multiple GPU Support
  77. Rumours about a rewrite of Opengl specification
  78. buffer_storage
  79. GL_EXT_discard_framebuffer
  80. Shader Emulation Function Switching Mode
  81. gpu_performance_state_info
  82. Request: variadic instancing
  83. Some Ideas
  84. DrawXInstancedTransformFeedback
  85. Fancy glGetError
  86. Shader Stage input output
  87. DGL
  88. Naming resources for debugging
  89. driver version query
  90. Modern objectoriented approach. OpenGL 2?
  91. getAttribLocation fix suggestion
  92. Vector Sprites: "Sprite2D & Sprite3D"
  93. A couple of suggestions
  94. Core GL_RAx formats
  95. scrap opengl32.dll
  96. Querying fragment varying out variable names
  97. Performance
  98. Are they...dead?
  99. My suggestions
  100. GLSL Program -uniform state packet-
  101. retrieving buffer/display list/VBO's vertxacies
  102. glDrawElements - Tetrahedron
  103. Toward Version 4.3
  104. complete the extended arithmetic support in GLSL
  105. Enforce speeds and focus on 2D! and More
  106. glVertexAttribIPointer
  107. OpenGL Ext Suggestion_by Christopher_Harmason_Fragment Range Clamp(output pixels)
  108. The new opportunity for the parallelization of OpenGL
  109. Per Fragment depth mask
  110. In-shader state modification
  111. Fragments for all
  112. mix( matrix, matrix, float )
  113. Suggestions for OpenGL 5
  114. Modern GLSL style
  115. mutable texture formats
  116. Lock the Default Framebuffer
  117. GLSL - named entry point
  118. opengl gui
  119. sub-ranged texture() in GLSL
  120. Further separation of sampler objects
  121. Update Website to Show Specific Functionalities Visually Not Just Textual
  122. Implement Basic File Loading Into OpenGL's Standard.
  123. Map Texture Objects
  124. GLSL: variable telling which shader stage is compiled
  125. Kill off cube map face targets already
  126. Sanitize the spec files
  127. Make NV_texture_barrier core functionality.
  128. glTexStorage2D​ automatic mipmap level calculation
  129. Block Compression Pass
  130. Small suggestion about information about texture format and stuff
  131. OpenGL should provide direct font support
  132. sampler-Variables in Uniform-Blocks
  133. Expose GS layer/viewport provoking convention in GLSL
  134. shader source names
  135. Compile time shader stage information in GLSL
  136. Allow for DEPTH_STENCIL_TEXTURE_MODE to be sampler state
  137. Allow getting number of samples for both textures and images in GLSL!
  138. Reduce top frame in GL Reference Pages
  139. Barycentric coordinates and more
  140. To the authors: Please try to bit a more consistent
  141. buffer usage while mapped
  142. Open Source Silicon Implementations
  143. My OGL 4.4/5? suggestions
  144. Primitive Restart with a twist
  145. glMultiDrawElements + Query
  146. Freaky gl_FragDepth
  147. Cross buffer blend
  148. glBlendEquationSeparateRGBA
  149. Work groups with priorities
  150. Suggestions for the next release of OpenGL
  151. glMultiDispatchComputeIndirect
  152. Tiled Resources like a better version of tiled resources in DirectX 11.2
  153. Suggestions for the OpenGL
  154. Sync finished callback
  155. A new spec means more begging.
  156. Feedback window
  157. Menus and fonts
  158. Vertex Shader Scatter via gl_VertexIDOut and Transform Feedback
  159. glGetTexSubImage
  160. Bitwise operators in GLSL
  161. Render to buffer / BufferTexture / Buffered Texture / read multisampled
  162. clip distance activation specified by shader
  163. Open GL should support konkave polygons directly
  164. Setting blending-function in GLSL
  165. Request: FBO can use "default" color, depth and stencil buffers
  166. Bitwise Logic texture lookup with filtering
  167. Rendering into an image of a compressed texture
  168. GLSL initialized uniform block members
  169. Please make FBOs shared across different contexts
  170. Cube and shadow multisample textures
  171. Line stipple and line thickness
  172. Recursive calls inside the shader
  173. Better GPU program execution handling
  174. Security inter program content
  175. 4.4 Collection of "improvable" wordings
  176. Unified API for GPU performance counters/queries/monitors
  177. Add OpenGL ES 3.1 context creation
  178. Don't try to do DirectX 12 feature parity counterpart to early
  179. A call to get dimensions of image units in GLSL, just like textureSize
  180. Scalar binary/intermediate shader code
  181. Anisotropic Filtering
  182. proper cube map texture mapping
  183. Primitive restart extended functionality
  184. Subroutines buffers
  185. Precision specification for coordinates and interpolated values
  186. Rework Chapter 14?
  187. Customized clipping volume
  188. For OpenGL 4.6 deprecate non DSA functions in favor of DSA functions, counterparts.
  189. Bindless texture into ARB, core request
  190. OpenCL 2.0 compute shaders in OpenGL 4.6