My wish list for next version(s) of spec of GL

Good point.

It’s a delicate act staying close to the hardware while abstracting the depth of its toe.
There will always be those to cheer you on, and those who yell “Jump!” from below.

Lao Tzu on Abstraction…

When beauty is abstracted
Then ugliness has been implied
When good is abstracted
Then evil has been implied.

So alive and dead are abstracted from nature,
Difficult and easy abstracted from progress,
Long and short abstracted from contrast,
High and low abstracted from depth,
Song and speech abstracted from melody,
After and before abstracted from sequence.

The sage experiences without abstraction,
And accomplishes without action;
He accepts the ebb and flow of things,
Nurtures them, but does not own them,
And lives, but does not dwell.

Hmmm…

Currently, fetching from a DEPTH_STENCIL texture only returns the depth, but not the stencil.

Is there a reason for that? From what I can tell, D3D10 allows reading both stencil and depth from a texture.

Also, if calling glTexImage*d with a 0 data pointer, shouldn’t the type parameter be ignored? Or forced to be set to GL_NONE?

i have to throw my 2cents in here for this. this is one thing i would like to see sooner than later.

we are working with texture atlases and we would like to choose on a per primitive level what filtering is used.