Help:Wanted: Difference between revisions
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Adding limitations update. |
Removing completed. |
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** [[Vertex Post-Processing#Clip planes|User-defined primitive clipping]]. | ** [[Vertex Post-Processing#Clip planes|User-defined primitive clipping]]. | ||
** [[Texture Storage#Compressed pixel upload|Uploading compressed texel data]]. | ** [[Texture Storage#Compressed pixel upload|Uploading compressed texel data]]. | ||
** [[Debug Output|Message-based debugging]]. | ** [[Debug Output|Message-based debugging]]. | ||
** [[Depth Test]]ing and the [[Depth Buffer]]. | ** [[Depth Test]]ing and the [[Depth Buffer]]. | ||
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** [[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. | ** 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. |
Revision as of 15:41, 29 January 2015
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".
- Fix these pages:
- GL 4.4 or earlier features that need documentation:
- Program and pipeline validation rules and functions.
- Texture Gather functions.
- The precise GLSL type qualifier.
- Explicit layout of in/out interface block members.
- User-defined primitive clipping.
- Uploading compressed texel data.
- Message-based debugging.
- Depth Testing and the Depth Buffer.
- Stencil Testing and the Stencil Buffer.
- Logical Operations.
- 3D Textures.
- Multisampling and Multisample Textures.
- Primitive Assembly
- SSBO usage within the GL API.
- 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.