Three-dimensional texturing , which supports hardware accelerated volume rendering. BGRA pixel formats and packed pixel formats to directly support more external file and hardware frame buffer types. Automatically rescaling vertex normals changed by the modelling matrix. Rescaling can in some cases replace a more expensive renormalization operation. Application of specular highlights after texturing , for more realistic lighting effects.
Texture coordinate edge clamping to avoid blending border and image texels during texturing.
Level of detail control for mipmap textures, to allow loading only a subset of levels. This can save texture memory when high-resolution texture images are not required due to textured objects being far from the viewer. Vertex array enhancements to specify a subrange of the array and draw geometry from that subrange in one operation. This allows a variety of optimizations such as pre-transforming, caching transformed geometry, etc. The optional imaging subset includes a variety of enhancements to the OpenGL pixel path.