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  1. Timeline contradictions
  2. New revision of the OpenGL 2.0 whitepapers available
  3. [shaders] glQueryProgramPerformance()
  4. So why...?
  5. OpenGL timeframe?
  6. OGL2.0 : programmable texture filters
  7. Specific way to implement hiden object culling
  8. Computer color blindness in VB
  9. Creative Labs/3DLabs deal - any implications?
  10. OpenGL Verification
  11. We need your input on.....
  12. Windows 2000...
  13. implementation hints to application
  14. We need multiple simultaneous depth tests!
  15. opengl for sis magic 315 128mb
  16. Phong
  17. Interaction between OGL2 objects and auto. mipmap generation
  18. Procedural Textures?
  19. OpenGL 2.0 suggestions
  20. glVector3d
  21. OpenGL 2.0
  22. Idea for decals
  23. Primitive Processor for Shadow Volumes
  24. Facing information accessible by fragment shader
  25. OpenGL puts work on Video Card not Processor
  26. The OpenGL 2.0 compiler challenge
  27. 3Dlabs p10 opengl2 and image processing
  28. My Suggestion
  29. Detection of upgraded video card vs. onboard video
  30. 2d performance
  31. 2d Higher level API - SVG - Universal Canvas
  32. Things to Add - from a newbie :)
  33. HOS
  34. wow!
  35. ARB_vertex_program: early exit register
  36. MultiTexture
  37. Screen correction(gamma correction) support needed!
  38. EXPECTED RELEASE DATE FOR OPEN GL FOR WINDOWS XP
  39. Very stupid suggestion...
  40. EXPECTED RELEASE DATE FOR OPEN GL FOR WINDOWS XP
  41. Advanced Blitting
  42. optimized frustum test
  43. .NET
  44. Advanced buffers
  45. Fragment Shaders
  46. Is this feasible?
  47. OpenGL 1.5 and high-level languages
  48. Pitfalls
  49. new primitives??
  50. A noob suggestion
  51. OpenGL2 draft specifications online
  52. OpenGL2.0 issues
  53. suggest
  54. Display list extension
  55. Expose triple/double buffering distinction in WGL_ARB_pixel_format
  56. Dot3^n
  57. replace depth of fragment by depth texture value
  58. New blending functions to support downstream alpha keying
  59. Support for Rage Pro_C
  60. Basecode Jump For Beginners
  61. Depth Min/Max
  62. star wars jedi knight2 jedi outcast
  63. Open GL with Windows XP
  64. Raytrace+Radiosity+large number of lights to support high quality render
  65. OpenGL rendering engine
  66. ARB_shadow - Compare Functions
  67. OpenGL for SIS6326
  68. An alternative to triangle strips and triangle fans
  69. Accum. Buffer Extension
  70. switching to software mode feature per feature
  71. Open GL Setup for Win XP
  72. Texure Mapping
  73. Two little enhancements to NV_occlusion_query
  74. Audio Library
  75. hitTest
  76. Windows XP openGL
  77. BSP trees for display lists
  78. Space filling curve primitive
  79. Volume Transparency meathod
  80. GL2
  81. Buttons and shortsightedness
  82. My suggestions.
  83. radians
  84. Consistence
  85. HW Raytracing with OpenGL?
  86. Fog
  87. Texture shaders/programs
  88. glBitmap()
  89. A better GLU
  90. OpenGL 2.0: Vertex Program vs Vertex Processor
  91. BeginIf, EndIf
  92. State-mapping shader/extension
  93. gpu or cpu and glPointSizePointer
  94. Opengl for motherboard graphics
  95. ARB meeting notes
  96. for vertex cache size optimization
  97. Just some thoughts
  98. OpenGL Hardware ICD ON/OFF ?
  99. Collision Detection?
  100. Better Error Code Detection
  101. ARB meeting notes for December meeting?
  102. program debugging extensions
  103. adopt SMASH API
  104. opengl successors
  105. Calling external library function from shader
  106. Improve shader docs
  107. reading from the framebuffer
  108. glslang Only 1 gl_FragColor
  109. glslang preprocessor pragmas
  110. New Headers
  111. Egg of columbo
  112. Lowest value in the stencil
  113. glslang constant name
  114. Input/sound library....
  115. Preview of OpenGL 2.0?
  116. Writing to textures in shaders
  117. glHint - precision for fragment programs
  118. glslang - some odd decisions ?
  119. EXT_multi_draw_arrays
  120. General purpose programs executed on GPU
  121. Multiple Monitors
  122. Virtualized Passes...
  123. object programs
  124. Stencil buffer functions
  125. more ARB_vertex_program invariance options
  126. what about call to determine if extension is supported on hardware?
  127. no support
  128. rectangle texture
  129. Vertex Program pulling AGP data (other than vertex data)
  130. Light objects, material objects
  131. double buffered pbuffers
  132. double precision float pbuffers
  133. Maybe extra vertex props?
  134. What's happening with opengl
  135. Ray Tracing
  136. Reinitializing state machine to its default
  137. document performance hits
  138. does OpenGL 2.0 will remain extensions ? and ...
  139. OGL high-level API to attract newbs from dx
  140. GLslang: 'promises'
  141. possible useful feature
  142. Examples
  143. Next gen hardware NEEDS this feature
  144. Histo-visibility
  145. automatic normal calculation?
  146. Paletted Textures and Shared Paletted Textures
  147. extend fragment program
  148. buffer instances and manipulation for fragment programs
  149. YCBCR textures / ARB extension
  150. Rearrange the draw....
  151. Primitive kill or Conditional Arrays
  152. debugging support routines
  153. GL_NORMAL_BUFFER_BIT
  154. Raytracing and GL_POINTER_BUFFER_BIT
  155. Separate filtering by texcoords
  156. New Function Name for Ortho
  157. quaternions
  158. use double precision inside GL - AGAIN
  159. Fixed function bump mapping/EMBM
  160. Texture buffers
  161. should support..
  162. Binding to windows.
  163. OpenGL 1.5 specification corrections
  164. Functional (non-imperative) Shading language & BSDF helper functions
  165. Stricter conformance testing? Enforcing it?
  166. Object Oriented API
  167. Just make it good
  168. Render directly to texture...
  169. Processor specific math operations
  170. New zbuffer to do IOT
  171. Shader language
  172. Simplify
  173. Paralell rendering
  174. New Features
  175. a neat idea
  176. Occlusion Query Test
  177. Meeting Notes
  178. Just curious
  179. Sample for 3D Terrain Editing
  180. About current extension mechanism
  181. Do a "real" openGL SDK, not only an API
  182. Force specifications!
  183. Why not make it long term?
  184. Extensions to maximize use of shaders
  185. Multi depth Z-buffer
  186. Cameras
  187. Animated Map for Radiosity and Caustic
  188. Shader chanel portability
  189. api - GPU function speed
  190. Programmability for blending and testing
  191. Non decorated OpenGL programs..
  192. Vertex and Shader Programs
  193. BRILLIANT IDEA!
  194. glBitmapText
  195. User Defined Clipping Surfaces
  196. glGetString(GL_EXTENSIONS_15);
  197. Intermediate vertex buffers
  198. Pls support other languages != C/C++
  199. Multi screen support
  200. Are these posts & suggestions read by the OGL cometee?
  201. inverse and transpose of matrices in glSlang state
  202. Vertical sync control
  203. Future non-vendor specific extensions...
  204. batch rendering/render state management
  205. break point Index's
  206. OGL2.0 tools
  207. GLSL compiler feedback
  208. Ability to modify Video memory directly (PCI EXPRESS)
  209. Richer ReadPixels()
  210. Extended Depth Replace
  211. topology unit
  212. Real Curved Surfaces, NOT polygon tesselation
  213. OpenGL needs real curved surfaces
  214. OpenGL needs real curved surfaces
  215. Forget about OpenGL 2 for now, fix your web server & bulletin board software!
  216. OpenGL 2.0 - Pure!
  217. Mathematics Behave Control Language
  218. OpenGL .NET
  219. light objects
  220. Interfaces like Cg 1.2
  221. better glext.h file
  222. Instancing
  223. Multipass-Multitexture ability
  224. acceptable floating point number error ranges
  225. Textures Loading
  226. standardised GPU profiling
  227. debugging shaders
  228. Delayed Rendering
  229. Multiple Z Buffer Formulas
  230. DrawElements index access in vertex shaders
  231. Texture-language
  232. ES compatibility
  233. Asynchronous execution.
  234. opengl coordinates to pixels
  235. glGetTexSubImage
  236. Staticmeshes
  237. Please implement RTT!
  238. Lit pixels (luminosity channel)
  239. OpenGL 2.0 specification nits to fix
  240. glDrawElements index bias parameter (like in d3d9)
  241. Q: 2.0 books timeframe? implementation timeframes?
  242. raytracing/radiosity extensions on OpenGL [ES]
  243. CPU / GPU shared memory
  244. Draw Plane
  245. glMapBuffer for textures
  246. Provide a different routine to allow reading pixels in top-down order
  247. Error notifications
  248. Cube-maps with GL_DEPTH_COMPONENT
  249. GLSL math library
  250. A few simple suggestions...