We can use signed normalmap textures with ARB_texture_snorm and ARB_texture_compression_rgtc extensions. No more ugly "*2.0-1.0" in shaders for DX10 level cards, but we should do it for legacy cards.
ARB_texture_multisample allows us to implement multisampled deferred effects such as light scattering and SSAO.
ARB_draw_elements_base_vertex great-great-great, but why only now?
In case you've done a HW survey, does ARB_texture_multisample support MSAA depth reads on G80?
ReplyDeleteI didn't test it. Because we don't use MSAA depth reads. ARB_sample_shading is more interesting question:)
ReplyDeleteARB_texture_snorm? Why i can't find any thing about it?
ReplyDeleteEXT_texture_snorm
ReplyDelete