The Vertex buffer objects must not be write only! This is fatal for realtime locking/unlocking. The workaround is conventional vertex arrays, but soon the mobile devices will have more video power so VBO`s could not be avoided, so they must be full functional. Adding a PBO would be an advantage. glWritePixels must be included. I was confused implementing bitmap fonts without this function. In the future the index buffers (and arrays) must support 32-bit indices (GL_UNSIGNED_INT). Why glPolygonMode is excluded. How am I supposed to create wireframe - additional buffer for the lines - no thanks! AND LAST BUT NOT LEAST: Please make at last a normal MSDN-like documentation. Txt`s and PDF`s make the things somehow not professional and confuses the developers. I would say the same to SGI for the extensions and OpenGL itself. It is quite stupid to look after a function within a long document using Ctrl + F. Aa, don`t forget to try to create a samples page where the basic usage of the OpenGL functions is shown. I have REAL problems, for example, finding something more on using the vertex weights function. Why should I surf the net hours to find a funny tutorial, when I just could look in the samples. The things I say are not only my oppinion. Think on it, because lots of people are switching to Direct3D or Direct3D Mobile (Windows CE edition of D3D), just because it is well documented with good support and samples.
[ August 01, 2005: Message edited by: bkamenov ]