Firstly, I would like to say thankyou in a big way to the people who make the GL specification, I did not expect GL4.1 to come so soon and I am very, very happy about GL_ARB_seperate_shader_objects.
Now onto my begging:
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Read stencil buffer values from a depth_stencil texture.
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revisit transform feedback, essentially capture “by resource” instead of by name. Additionally to change what is captured, either by allowing a buffer destination to be 0 (analogous to GL_NONE on glDrawBuffers) or to respecify what is captured (like the NV_transform_feedback).
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This is an odd request, here goes:
a) allow glDepthRange to do unclamped values for n and f (ala GL_NV_depth_buffer_float)
b) allow to disable z-clipping -w_c <= z_c <= w_c (but still w_c>=0 is there anyways along with x_c and y_c clipping)
c) once z-clipping disabled, then z_n does NOT get clamped to [-1,1]
The idea here is that for floating point depth buffers, one can take “more advantage” of them.
- I would really love for something like GL_NV_shader_buffer_load to make it into core, but I am not really expecting it. But if the other IHV’s can do it, then please, please put it there. It really opens up so much more in shaders.
Best Regards