PBOs had a short lifetime and they are deprecated :)dafhi wrote:I hope you get around to one on pixel buffer objects. I'm too lazy
Textures & FBOs keeps things simple, unless you want multisampling.. You can't do multisampling at all with "texture rectangles"
Getting rid of fixed pipeline is simple enough with a strong Texture, VAO, FBO implementation
But that also means no glBegin(), just replaced with custom vertex format and VAO
You also need your own matrix and vec3/vec4 implementation
Of course, once that is all done, working with OpenGL is pure enjoyment.. Rarely had any issues at all since i just took the big step completely away from fixed and abstracted everything away
Such a library would probably be hard to "exploit" properly without good knowledge, so I recommend you all to just write some basic wrappers
Maybe I will write a library for this in FB one of these days.. very busy lately though