jrepin writes: "New functionality in the OpenGL 4.2 specification of high-performance graphics standard includes: Enabling shaders with atomic counters and load/store/atomic read-modify-write operations to a single level of a texture. These capabilities can be combined, for example, to maintain a counter at each pixel in a buffer object for single-rendering-pass order-independent transparency. Capturing GPU-tessellated geometry and drawing multiple instances of the result of a transform feedback to enable complex objects to be efficiently repositioned and replicated. Modifying an arbitrary subset of a compressed texture, without having to re-download the whole texture to the GPU for significant performance improvements. Packing multiple 8 and 16 bit values into a single 32-bit value for efficient shader processing with significantly reduced memory storage and bandwidth, especially useful when transferring data between shader stages."
"In the face of entropy and nothingness, you kind of have to pretend it's not
there if you want to keep writing good code." -- Karl Lehenbauer