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		<title>OpenGL Suggestions</title>
		<link>http://www.opengl.org/discussion_boards/ubbthreads.php</link>
		<description>OpenGL Suggestions</description>
		<generator>OpenGL.org Discussion and Help Forums - UBB.threads(tm)</generator>
		<item>
			<title>scrap opengl32.dll</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=306961#Post306961</link>
			<description>
			<![CDATA[<b>Posted by</b> l_belev:<br />
			by the way my fictional &quot;glW&quot; interface partially solves the cross-platform issue in that at least the context creation is not tied to the concrete windowing system. And if you only need the gl context for offscreen rendering, you can keep total plat]]>
			</description>
			<pubDate>Thu, 01 Dec 2011 11:41:58 PST</pubDate>
		</item>
		<item>
			<title>Core GL_RAx formats</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=306266#Post306266</link>
			<description>
			<![CDATA[<b>Posted by</b> mhagain:<br />
			[quote=Alfonse Reinheart]However nice that would be, it would certainly require new hardware, while the OP is asking for something that can be done on [i]current[/i] hardware. He's just asking to have access to more of what current machines can do. []]>
			</description>
			<pubDate>Sat, 19 Nov 2011 02:03:11 PST</pubDate>
		</item>
		<item>
			<title>A couple of suggestions</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=306133#Post306133</link>
			<description>
			<![CDATA[<b>Posted by</b> l_belev:<br />
			[quote=aqnuep]
About texture sampling states, well that's already part of sampler objects and not texture objects so that was a very bad example.
[/quote]

textures still have their sampling states. they are overridden by a sampler object only wh]]>
			</description>
			<pubDate>Wed, 16 Nov 2011 14:37:20 PST</pubDate>
		</item>
		<item>
			<title>Vector Sprites: &amp;quot;Sprite2D &amp;amp; Sprite3D&amp;quot;</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=306064#Post306064</link>
			<description>
			<![CDATA[<b>Posted by</b> kRogue:<br />
			[quote]
Fonts are very OS-dependent and so really wouldn't have a place in OpenGL. No reason why a vendor couldn't provide an appropriate extension with their OS-specific drivers though, if they were sufficently motivated to do so.
[/quote]

Um..]]>
			</description>
			<pubDate>Tue, 15 Nov 2011 04:55:13 PST</pubDate>
		</item>
		<item>
			<title>getAttribLocation fix suggestion</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=306037#Post306037</link>
			<description>
			<![CDATA[<b>Posted by</b> Alfonse Reinheart:<br />
			[quote]In usual OpenGL fashion, there are multiple possible causes of failure, all of which return GL_INVALID_OPERATION as the error code. I'm actually not sure if there even are any other GL error codes, honestly. $deity knows I've never seen one.[/]]>
			</description>
			<pubDate>Mon, 14 Nov 2011 13:37:19 PST</pubDate>
		</item>
		<item>
			<title>Modern objectoriented approach. OpenGL 2?</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=306015#Post306015</link>
			<description>
			<![CDATA[<b>Posted by</b> l_belev:<br />
			i don't think the original poster (or anyone else except you) had in mind such kind of object-oriented-ness that you are talking about.
How would you apply &quot;user-controlled runtime polymorphism&quot; to an api that is interface to hardware?
I assure you]]>
			</description>
			<pubDate>Mon, 14 Nov 2011 07:35:52 PST</pubDate>
		</item>
		<item>
			<title>driver version query</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=305734#Post305734</link>
			<description>
			<![CDATA[<b>Posted by</b> Hongwei Li:<br />
			[quote]Current features would allow to save a set of bin shaders for each run, then at each staturp, try first shader of latest run, if fails, try an older set, then an older set, etc, until either a valid bin set is found, or recompilation from sour]]>
			</description>
			<pubDate>Wed, 09 Nov 2011 02:49:04 PST</pubDate>
		</item>
		<item>
			<title>Naming resources for debugging</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=305544#Post305544</link>
			<description>
			<![CDATA[<b>Posted by</b> Dan Bartlett:<br />
			Yeah, that extension would be useful for OpenGL too.]]>
			</description>
			<pubDate>Sat, 05 Nov 2011 13:42:17 PDT</pubDate>
		</item>
		<item>
			<title>DGL</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=305476#Post305476</link>
			<description>
			<![CDATA[<b>Posted by</b> glfreak:<br />
			[quote]Discussion of bypassing opengl32.dll entirely has been discussed by khronos (or was it nvidia?) if I'm not mistaken. It hasn't happened yet and it seems unlikely.[/quote]

Reference link to the discussion?]]>
			</description>
			<pubDate>Fri, 04 Nov 2011 09:09:13 PDT</pubDate>
		</item>
		<item>
			<title>Shader Stage input output</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=305099#Post305099</link>
			<description>
			<![CDATA[<b>Posted by</b> zqueezy:<br />
			[quote=Alfonse Reinheart]Unless you're writing some kind of tool for others to use, you generally know what should go with what. [/quote]
In fact I am.
And also I agree that it's better to catch something in before. Maybe I'm too spoiled by D3D.]]>
			</description>
			<pubDate>Sun, 30 Oct 2011 10:01:22 PDT</pubDate>
		</item>
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