Help:Wanted: Difference between revisions
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Add note for aggregate initialization. |
0x5fmanpat (talk | contribs) Add note about needing code samples |
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* Any [[Special:WhatLinksHere/Template:Stub|articles labeled as "stubs"]]. | * Any [[Special:WhatLinksHere/Template:Stub|articles labeled as "stubs"]]. | ||
* Any [[Special:WhatLinksHere/Template:Todo|sections that are marked as "todo"]]. | * Any [[Special:WhatLinksHere/Template:Todo|sections that are marked as "todo"]]. | ||
* Simple & clean code samples for common operations ''with the most modern opengl version''. | |||
** The opengl wiki should ideally showcase how to use the latest versions ''first'', rather than default to an opengl version from 15+ years ago. | |||
** Samples should ideally be as language/paradigm agnostic as possible - we want to demonstrate how to use opengl, not how to use opengl in your language of choice. Keep it simple | |||
* Fix these pages: | * Fix these pages: | ||
** [[Special:WhatLinksHere/Template:Inaccurate|Articles or sections that have inaccurate information]]. | ** [[Special:WhatLinksHere/Template:Inaccurate|Articles or sections that have inaccurate information]]. | ||
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* GL 4.4 or earlier features that need documentation: | * GL 4.4 or earlier features that need documentation: | ||
** [[Shader Compilation#Validation|Program and pipeline validation rules and functions]]. | ** [[Shader Compilation#Validation|Program and pipeline validation rules and functions]]. | ||
** [[Type Qualifier (GLSL)#Precise qualifiers|The {{code|precise}} GLSL type qualifier]]. | ** [[Type Qualifier (GLSL)#Precise qualifiers|The {{code|precise}} GLSL type qualifier]]. | ||
** [[Interface Block (GLSL)#Explicit variable layout|Explicit layout of in/out interface block members]]. | ** [[Interface Block (GLSL)#Explicit variable layout|Explicit layout of in/out interface block members]]. | ||
** [[Texture Storage#Compressed pixel upload|Uploading compressed texel data]]. | ** [[Texture Storage#Compressed pixel upload|Uploading compressed texel data]]. | ||
** [[Depth Test]]ing and the [[Depth Buffer]]. | ** [[Depth Test]]ing and the [[Depth Buffer]]. | ||
** [[3D Texture]]s. | ** [[3D Texture]]s. | ||
** [[Multisampling]] and [[Multisample Texture]]s. | ** [[Multisampling]] and [[Multisample Texture]]s. | ||
** [[BPTC Texture Compression#Floating point|Floating-point BPTC compression description.]] | ** [[BPTC Texture Compression#Floating point|Floating-point BPTC compression description.]] | ||
** [[Invariance|The rules for invariance in GL, of various kinds]]. The spec has the hard-and-fast details, so it doesn't need to be complete. | ** [[Invariance|The rules for invariance in GL, of various kinds]]. The spec has the hard-and-fast details, so it doesn't need to be complete. | ||
** [[ | ** The pages on [[Image Load Store]], [[Shader Storage Buffer Object]]s, and [[Fragment Shader]]s need to be updated with information on the combined output limitations. | ||
* GL 4.5 features that need documentation: | |||
** [[:Category:Missing DSA|Direct State Access (lots of pages)]]. | |||
** [[Vertex_Post-Processing#Clipping|Clip control]]. |
Latest revision as of 22:26, 30 July 2024
The following represents an informal list of OpenGL information that is not available on the Wiki. If you find something missing, and cannot take the time to add to it, then please add it here:
- Any articles labeled as "stubs".
- Any sections that are marked as "todo".
- Simple & clean code samples for common operations with the most modern opengl version.
- The opengl wiki should ideally showcase how to use the latest versions first, rather than default to an opengl version from 15+ years ago.
- Samples should ideally be as language/paradigm agnostic as possible - we want to demonstrate how to use opengl, not how to use opengl in your language of choice. Keep it simple
- Fix these pages:
- GL 4.4 or earlier features that need documentation:
- Program and pipeline validation rules and functions.
- The precise GLSL type qualifier.
- Explicit layout of in/out interface block members.
- Uploading compressed texel data.
- Depth Testing and the Depth Buffer.
- 3D Textures.
- Multisampling and Multisample Textures.
- Floating-point BPTC compression description.
- The rules for invariance in GL, of various kinds. The spec has the hard-and-fast details, so it doesn't need to be complete.
- The pages on Image Load Store, Shader Storage Buffer Objects, and Fragment Shaders need to be updated with information on the combined output limitations.
- GL 4.5 features that need documentation: