So, what's the master plan?

It would be very nice to know what kind goals, priorities and todo’s does the JOGL development team have each moment. Could this be realized as a minimalistic web page at the JOGL site or something? :o

Also, is there something in JOGL people could especially help with? Besides beautifying the code :wink:

Cheers

Stability and compatibility on current and older graphics cards is the primary area I’m concerned about. I would like to see a more portable and robust GLCapabilitiesChooser which works for all of the current platforms and rendering types (onscreen, offscreen via bitmaps / pixmaps, and pbuffers). Bug fixing and simplification to the code for pixel format selection. Workarounds to be able to instantiate pbuffers without requiring an on-screen GLCanvas, and to avoid or hide the lazy instantiation of pbuffers. Porting of the JOGL demos to ARB-approved extensions rather than NVidia-specific ones. Working on JSR 231 and trying to get consensus.

Help is always appreciated. Feel free to work on any of the open Issues on the JOGL Issue Tracker, and feel free to send me email if you’d like to make sure nobody else is actively working on it. If someone could start working on porting the JOGL demos to ARB_vertex_program and ARB_fragment_program that would be excellent.