* Support distinction between compatibility and core profiles. As is, it looks like GL3 is compatibility and GL4 is core.
* For GL4, show the version which introduced the feature (e.g., GL4.2). For GL3 and earlier I don't care.
* Allow compatibility functions to be filtered out entirely. I don't want glLightModel() or other old fixed-function stuff cluttering up the screen.
* GLSL 3.
* Minor cheat sheet showing differences between, say, GLSL 120, 330, and 4x0. For example, 120 has "attribute" and "varying", while 330 has "in" and "out".
I recommend that everyone use the compiler to help avoid functions and constants from later versions of OpenGL, if you are targeting old versions. For example, if you are targeting 3.3, then you can either use a header file that only defines 3.3, or you can use a header file that puts functions and constants in a namespace (e.g. "using namespace gl_3_3;").
There's a button above the command list that lets you hide stuff that's not available for the version that you have selected. It should be core for all GL versions. If you select 3.0/3.1 then the fixed function stuff is there but when you select 3.2 it gets removed. It's possible the page's design isn't clear here.
The rest of your stuff is in my to do list. Thanks for the feedback. Pull requests welcome :)
* Support distinction between compatibility and core profiles. As is, it looks like GL3 is compatibility and GL4 is core.
* For GL4, show the version which introduced the feature (e.g., GL4.2). For GL3 and earlier I don't care.
* Allow compatibility functions to be filtered out entirely. I don't want glLightModel() or other old fixed-function stuff cluttering up the screen.
* GLSL 3.
* Minor cheat sheet showing differences between, say, GLSL 120, 330, and 4x0. For example, 120 has "attribute" and "varying", while 330 has "in" and "out".
I recommend that everyone use the compiler to help avoid functions and constants from later versions of OpenGL, if you are targeting old versions. For example, if you are targeting 3.3, then you can either use a header file that only defines 3.3, or you can use a header file that puts functions and constants in a namespace (e.g. "using namespace gl_3_3;").