Well, all I have to say is that the next release of openGL (and GLSL 1.6) must catch up with current dx11 state, or we will experience (maybe) something worse than when dx7 came out :mad:
-Tesselate Shaders (the two programmable + FF)
OR
-Parallel triangle output geometry shaders (and ofc 16k GL_MAX_GEOMETRY_OUTPUT_COMPONENTS)
// can you imagine i cant output 32 triangles with 2 tcoords?
// If I was rendering a water surface with a texcoord, tangentMatrix, wave direction, screen space vert position, reflection space vert position, Eye normal (I messed up the name, anyway its the E part of the specular)
ON SOME HARDWARE I WOULDN’T BE ABLE TO OUTPUT ANY ADDITIONAL TRIANGLE AT ALL
-Multithreaded rendering
-Object Oriented GLSL (supreme to UberShader)
It’s not so hard to implement the features that the other API already has, because there is already underlying hardware (fermi and HD) and you need to get your pointers/assembly right.
Seriously next time we need to be ahead of dx12 and have features they dont, which will visually attract gamers.
But this is not likely to happen because the vendors need to put it in their hardware, and who listens to openGL when DX is EVERYWHERE.
P.S. I don’t know how hard the tessellate shader is going to be, but if we could have at least a tesselate_displacement and a phong_tesselation extension (like AMD tesselate) it would be great.