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View Full Version : Suggestions for the next release of OpenGL



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  1. How to influence OpenGL?
  2. Array seperation...
  3. new TexGen mode: GL_REPLICATE
  4. Next Step an NT version of Open GL
  5. GL_RENDER and GL_FEEDBACK
  6. Volumetric Fog
  7. Specular Map
  8. early culling
  9. Hardware blitting
  10. New clamping mode
  11. local dereferencing for vertex arrays
  12. How about these?
  13. BGL/ Streaming Interactive Graphics...
  14. 3D TEXTURES ALL THE WAY
  15. Parallel Support for Cluster Computing
  16. Shadow mapping at last - woohoo!
  17. z-buffer
  18. OpenGL and 2D graphics
  19. Bumpmapping
  20. Future of OpenGL (where does it belong to?)
  21. keeping up with the Industry
  22. alpha lod and fog
  23. support for procedural textures !
  24. Stereo under OpenGL
  25. More general-purpose stuff
  26. make shadows part of of the API
  27. Bitmap objects
  28. catch up with DirectX please!!!
  29. tri-passing (one more than multipassing)
  30. Game Extensions
  31. be leaders not followers.
  32. Concrete Examples
  33. Correction Rotation Matrices (red book)
  34. Particles as primitives
  35. color buffer color as source for register combiners
  36. Buffer Transform Matrix
  37. Depth-based blending
  38. glu library enhancement
  39. Want "glTextureNamePointer" !
  40. Programmable GPU
  41. More orthogonal ARB_multitexture spec
  42. Lower End Users of OpenGL
  43. Mostly Basic Suggestions For OGL
  44. new shading mode
  45. Is any one else using the same ICD driver
  46. Object-Oriented
  47. OpenGL: needs more tools for game developers
  48. Access texture memory directly
  49. A glance at DirectX8!
  50. is_direct in GLX Protocol
  51. OpenGL as a driver.
  52. Querying the hardware
  53. Better sphere support
  54. Unification of Functionality
  55. Microsoft and OpenGL Support???
  56. Programable GPU
  57. Change light model to global illumination
  58. Visibility/Occlusion methods
  59. New and better documentation with more examples
  60. New and better documentation with more examples
  61. Fragment Shaders?
  62. Where i can download the API Directx 8.0?
  63. Preventing one specific color to be written
  64. A control Panel for opengl
  65. Support of at least one file format ...
  66. Multitexture colors
  67. Win2000 support :(
  68. opengl and multiple processor support
  69. More of an ICD aspect
  70. More and better features for GLUT
  71. Bug Fix
  72. Vertex Array Objects
  73. Blending/masking
  74. Just one of My thoughts
  75. yaw, pitch, roll besides x, y, z
  76. Virtual multitexture?
  77. Direct acces to tetxure memory & drawing buffers
  78. Add the GL_EXT_hypertexture
  79. Extend internal computation abilities
  80. Hardware accelerated background image
  81. SiS video card's to be supported?
  82. 2D Support
  83. Offset surfaces
  84. glGetBooleanv(GL_RENDERING)
  85. A better VertexArray.
  86. Official OpenGL mechanism for vertex/pixel "shaders"
  87. Better error returning
  88. Updated Information
  89. New Minification Filter
  90. Effects of 3DFX going out of business
  91. Fast HW (and SW) multi resolution mesh
  92. open GL for 3D Prophet II 64MB
  93. open GL for 3D Prophet II 64MB Ultra
  94. Custom Diffuse and Specular response
  95. glDrawPixels and glReadPixels
  96. Object Oriented OpenGL!
  97. why is there a glBegin/glEnd limitation?
  98. Rage Video Cards please read
  99. Natve BillBoard support
  100. REDBOOK and BLUEBOOK
  101. copying pixels between textures
  102. GLboolean glIsDirty(GLbitfield mask)
  103. DirectDraw + OGL
  104. OpenGL 1.2 now! that's a begining
  105. HW Rendering to offscreen buffers
  106. PostRendering: Imaging subset.
  107. Feedback mode T&L
  108. Shadows and lighting model
  109. Not drawing white pixels
  110. Ability to tell where the transformed modelview origin point is
  111. Dependent texture reads
  112. will NVIDIA let anyone else implement NV_vertex_program?
  113. Shouldn't OpenGL set new features faster?
  114. Anyone had lock-up problems with XFree86 4.x/GNU/Linux and nVidia drivers?
  115. vertexdata per index in glDrawElements
  116. glutSolidParaboloid, glutSolidHyperboloid
  117. Hidden Surface Removal
  118. sis 530
  119. Framebuffer Write Test
  120. Vertex Set Object
  121. Blending with depthbuffer?
  122. help
  123. Integration with ray tracing
  124. ARB_texture_border_clamp
  125. D3D to OpenGL Wrapper
  126. glRotate/Translate within glBegin/End
  127. version 1.3
  128. Texture manager extension
  129. ARB Minutes
  130. Rage IIC compliant
  131. 3D window manager
  132. Hardware or software?
  133. FSAA enable/disable
  134. heres a suggestion
  135. Occlusion Buffer
  136. Two sided texture
  137. Per pixel evaluators
  138. SiS cards
  139. Voxel rendering
  140. Make support for Win2k
  141. Render to multiple buffer/outputs (?)
  142. Perlin noise textures?
  143. Hardware vs. software - again
  144. Fire
  145. Pointer to Framebuffer
  146. Better API Documentation
  147. Matrix Manipulation's
  148. Querying device caps
  149. Installing OGL
  150. Declaring extension usage
  151. glShadeModel for Colors and Normals
  152. Listen hardware vendors
  153. FaceArray?
  154. GL_QUAD_GRID
  155. Glide's Vertex Layout & vertex_array_object (long)
  156. Open Inventor suggestion
  157. Java binding
  158. GL_CIRCLE
  159. more for glMatrixMode
  160. indexed array for normals ...
  161. How about some constants for GLboolean
  162. white opengl.org web site background.. ;)
  163. My own GL buffers
  164. glDrawElement with independant vertex, normal and texCoord indexes
  165. User-defined Display list
  166. Projected texture coordinate generation
  167. A fast and sweet way to draw text in openGL applications
  168. Stencil range testing
  169. GL_FLOAT_PTR type for glVertexPointer
  170. can't setup opengl in S3 Graphics Inc. ProSavage!!!
  171. more z-Buffer control
  172. Page Flipping?!?
  173. increase the capacity of glLoadName()
  174. Non Polygonal Rendering in GL
  175. want to know
  176. ARB_vertex_program, again
  177. Light Field Rendering
  178. Independent order transparency
  179. maybe collision detection or network code?
  180. I want per-pixel lighting!!!
  181. Rotation functions needed
  182. OpenGL 2.0 COM based
  183. Minor correction to 1.3 spec?
  184. INTERLEAVED ARRAYS WITH MULTITEXTURE SUPPORT!
  185. i want a C++(or even STL) compatible OpenGL API!
  186. compatability with older versions on opengl
  187. c#
  188. Object-Oriented OpenGL
  189. Add win XP support
  190. Some suggestions
  191. http://www.petitiononline.com/voodooxp/petition.html
  192. Separate diffuse and ambient fragment color components.
  193. Texture defining
  194. rasterization rules of polygons
  195. Windows and OpenGL
  196. WGL_OML_swap_method?
  197. Shadows with current hardware are IMPOSSIBLE!!!
  198. Standart shader language
  199. Geometric Algebra and OpenGL 2.0
  200. Improve documentation
  201. can some one make a OpenGL wrapper
  202. New blend equation or factor
  203. 3D & 2D??
  204. use double precision inside GL
  205. New Graphics Library
  206. Opengl For XP
  207. general matrix multiplication/manipulation, convolution modification
  208. OpenGL 2.0 white papers available for download
  209. Add glGetBoundingBox() function
  210. Multiple Monitor Support,never mentioned!
  211. OpenGL for Windows 2000
  212. curious: why is M$ a voting ARB member?
  213. glColor1[...]
  214. OpenGL v1.2
  215. Multiple Monitor Support for 3d Apps in XP
  216. help!!
  217. We NEED a new GL D/L for WIN XP!!
  218. Backward compatibility: why ???
  219. Please fill out the OpenGL 2.0 survey
  220. Software reference driver for 2.0
  221. Matrix/Vector multiplication - Maintain control.
  222. Better picking functions
  223. Shadow Maps & Phong support and others
  224. How Long??
  225. Why abolish display lists on OGL2?
  226. Reference Rasteriser
  227. OpenGl and polys
  228. HiDepth frame buffer and IBR features
  229. castle wolfenstein
  230. Sharpening texture magnification filter
  231. One pass blend under and over depth-buf
  232. Display list better than extensions ?
  233. Depth value in vertex / pixel shaders...
  234. What does everyone think of 2.0?
  235. Unify ALL Buffers
  236. OpenGL + audio
  237. Vertex Buffers and render/texture Buffers
  238. Unified shadign language
  239. ARB members
  240. So how do I setup memory array
  241. please include glut nativly
  242. More Matrix Modes
  243. Another way of sending vertex data
  244. OpenGL 2.0 on Windows
  245. Simulating Rear View Mirror
  246. 2 suggestions
  247. SGIS_generate_mipmap in or out?
  248. openglxp
  249. GL2 Generic Extentions
  250. 10,000 gl_ a line...