What about to include in a “real” ogl2.0 sdk:
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An “offline” glsl compiler like dx’s fxc.exe/vsa.exe/psa.exe . Sometimes is good to pre-compile your high level shaders and add them as a “resource” in the .EXE, protecting a little your precious shaders against strange eyes…
To compile the raw string shaders in runtime has advantages, but problems too. Give us the opportunity to decide if we want to precompile or not our glsl shaders pls. So make an offline compiler BUT maintain the glCompileXXXARB… -
We want to debug in a visual-way the shaders, again, like MS Visual Studio and dx does. Like ogl should remain portable, perhaps it will be a clever idea to make a NVShaderDebuger-like program ( providing its source code, of course )
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Implement, damm again like dx, a “debug” ogl implementation, so you can change with a button the lvl of “internal debug logging” and see in the stdout the reduntant calls, errors, warnings, etc…
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Add a “performance” tool like VTune + NVPerf, so we can see if the ogl driver is eating too much draw calls, or is our CPU , etc…
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Add a “math-image” namespace in ogl. Let me explain it… Have you seen D3DX? It includes a basic image library to load into textures PNG, TGA, TIF, DDS, BMP etc images… and some vector/matrix useful basic operations.
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Perhaps ( i am not totally sure of that ) OGL2.0 should include a propietary texture format ( like dx .DDS ). This is good for various reasons… It is faster to load pre-formatted textures into ogl, textures will remain portable against different OS and machines… And, of course, add some tools/methods to automatic mipmap generation using advanced filters as gauss, normal map creation from a height map, color reduction, texture compression, etc… After all, NVIDIA has its famous PS plugin… just include things like this in OGL as “extras”.
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Create a real SDK ( where sdk means == examples, tutorials, whitepapers, ogl core, installer, debug tools, compiler tools, wizards, wrappers, beta things… blah blah ). Why should you include ALL as a unique SDK? cuz ppl is lazy to go NVIDIA and download the plugins… then go ATI and download NMaper… then go www.opengl.org and download tutorials… bah BURN ALL IN A CD WITH THE SDK!
thx to all, dont blame me pls, you know i am a Microsoft addict